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		<id>https://temp.ufopaedia.org/index.php?title=Talk:MISSIONS.DAT&amp;diff=87476</id>
		<title>Talk:MISSIONS.DAT</title>
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		<updated>2018-07-31T04:11:54Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Alien missions data discovered in geoscape.exe [finally ;-)] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some questions [&amp;lt;i&amp;gt;Zaimoni&amp;lt;/i&amp;gt;: now answered empirically]:&lt;br /&gt;
* What is going on with the start time for 0/0 on Research missions?  The Jan 1999 one is always 2.5h, but I recently saw an Antarctica Research mission at 3d for 0/0.&lt;br /&gt;
* How consistently does the time to the next UFO react to a successful Battlescape game?  (I just saw a Retaliation 1/1 go from 7Eh to 136h upon successful completion.)&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]],  6:50 Sept 21 2006 CDT&lt;br /&gt;
&lt;br /&gt;
I couldn&#039;t understand much of your research but it made me wonder about one question: is it possible to determine the amount of UFO missions and their types that you will see during a month (and also the areas?). Or are those set in a total random fashion?&lt;br /&gt;
&lt;br /&gt;
If so this could be considered as spoilers but it could also be used for an article describing alien strategy on the field manual.&lt;br /&gt;
&lt;br /&gt;
--[[User:Hobbes|Hobbes]] 18:39, 21 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
MISSIONS.DAT is a spoiler, definitely.  It stores the time (in 30-minute increments) for all non-Supply scheduled UFOs that have not arrived yet.  While it won&#039;t tell you all of the UFOs arriving in the month, it will positively ID  arrival time, mission, physical type, and race of each one in the queue.  I&#039;m in the middle of redocumenting it.&lt;br /&gt;
&lt;br /&gt;
My current conjecture is that the 0..3 sequence indexes the &amp;quot;size&amp;quot; of the UFO.  The legacy content just listing ufo-c coordinates is misleading (it seems to be enumerating the visible sequence of ufos), but I want to positively observe the entire sequence of ufo-c/ufo-sub-c pairs before updating.&lt;br /&gt;
&lt;br /&gt;
At all times, the current mission types and areas are in MISSIONS.DAT...&amp;lt;b&amp;gt;except&amp;lt;/b&amp;gt; for supply missions.  You really want a Hyperwave Decoder covering each alien base you&#039;re harvesting.  So far, Beginner and Superhuman schedule the same at the beginning of the months after Jan 1999: 1 Terror mission, one non-terror mission.  I don&#039;t know the criteria for scheduling Retaliation missions.  (I&#039;ve never seen them show up except immediately after Battlescape missions, but that obviously isn&#039;t exhaustive.]&lt;br /&gt;
&lt;br /&gt;
Particularly interesting: Battlescape messes with the arrival time of the next mission after the one you&#039;re cleaning up on.  This needs more careful analysis (e.g., is it just mission completion?)&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]],  22:35 Sept 21 2006 CDT&lt;br /&gt;
&lt;br /&gt;
The increase in time to next UFO occurs either (or both) at shootdown, or at the start of the Battlescape mission.  Since I used XCOMUtil interceptor with six soldiers for this test, I can&#039;t tell which one.  No change between the beginning and the end of the Battlescape mission.  [But a genuine Terrorship will happen soon enough...that gets a no-crew Interceptor and a full Skyranger.]&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]],  23:51 Sept 21 2006 CDT&lt;br /&gt;
:After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours ). A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
:[[User:Seb76|Seb76]] 18:56, 12 July 2008 (PDT)&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think I&#039;ll be continuing this savegame, but I just had a Feb 1999 that only generated a new Terror Mission.  The other mission...not visible.  [I may have messed it up &amp;amp;mdash; I did edit the Jan 1999 Terror mission from Europe to Southern Africa.]&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]],  10:38 Dec 30 2006 CDT&lt;br /&gt;
&lt;br /&gt;
== Retaliation ==&lt;br /&gt;
&lt;br /&gt;
Zaimoni, I&#039;ve been thinking about the comment about HWD&#039;s activating retaliation missions from the start. Are you able to check the mission types of the first couple of UFOs through mission.dat without editing the HWD stats onto the base? I&#039;m not entirely convinced that retaliation missions are instigated by having a hyperwave decoder (stats or the module). &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
: Yes, I can check (and have checked) that by hex editor.  [It&#039;s a moderately different game with total information on arrival times and mission types...much easier to resume after a month or so hiatus.]  I haven&#039;t tested with a game whose Hyperwave detection was edited.&lt;br /&gt;
&lt;br /&gt;
: I normally save immediately after starting a new game to apply my custom soldier editor to the game.  While I&#039;m at it, I check MISSIONS.DAT.  I have always gotten two missions: a Research mission in the same region as my starting base, and a terror mission with a decidedly non-uniform random distribution of location that I haven&#039;t bothered to try to analyze.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not sure whether there&#039;s a random component to getting a Retalation series scheduled by shooting down the first Research UFO, or whether it&#039;s just hypersensitive to some sort of detail.  If the series is not significantly interfered with, the base defense mission would happen 2-3 weeks in.&lt;br /&gt;
&lt;br /&gt;
: --[[User:Zaimoni|Zaimoni]],  3:23 Mar 20 2007 CDT&lt;br /&gt;
&lt;br /&gt;
Just ran some quick checks, nothing too intensive.&lt;br /&gt;
* Editing hyperwave detection in a hex editor: no obvious effect, but would have to tweak the initial MISSIONS.DAT (move the Terror Act to within range) to be absolutely sure.  The game does not transmogrify Research UFOs in real-time; I need to test Terror UFOs.&lt;br /&gt;
* Start a new game after abandoning one: race information is not cleared in MISSIONS.DAT, but other information is cleared.  In particular, both ufo-c and subufo-c are overwritten to their defaults.&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]],  23:11 Apr 11 2007 CDT&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;so&#039;&#039;&#039;, the question which should be asked:&lt;br /&gt;
&lt;br /&gt;
Is it too difficult to make an editor which changes the sequences? I dunno anything with hex-editors, programming, high level mathematics, etc. It would be interesting to have an opportunity to spawn multiple UFO everyday and not be able to shoot them all down as which is the case for the current mode of EU (and TFTD). The only thing that comes close to something of this current scenario is an inflitration mission where you have 5+ alien ships all at once and not having the capability to deal with them all. I dunno... i just wish having more tweaks to make it harder would be a good thing as opposite to just using editors to dull the technology of xcom to increase difficulty.&lt;br /&gt;
&lt;br /&gt;
Six terror sites at once??? hell yeah! [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
: It should be safe to create Retaliation acts and Terror acts by directly editing MISSIONS.DAT, there will be no internal consistency issues with other files.  Editing existing entries in MISSIONS.DAT to other valid entries should be safe (note that not all mission types have been authoritatively mapped).  Editing duration should be safe, but problems could happen with invalid races or UFO c/sub-c pairs.  Creating other mission types will require counter-editing ACTS.DAT.  I haven&#039;t specifically checked the behavior of ZONAL.DAT when spawning new acts.&lt;br /&gt;
&lt;br /&gt;
: The ufo-c/ufo-sub-c pair 0/0 is always valid, at least.&lt;br /&gt;
&lt;br /&gt;
: Research, Base, Terror, and Retaliation have fully documented ufo-c/ufo-sub-c pairs.  I haven&#039;t done any verification at all for Abduction or Infiltration.&lt;br /&gt;
&lt;br /&gt;
: Changing the relative durations between UFOs, time delays incurred when shooting down UFOs, or number of missions spawned per month, requires finding that information first. --[[User:Zaimoni|Zaimoni]],  10:16 Oct 17 2007 CDT&lt;br /&gt;
&lt;br /&gt;
Just a note to add to this section lest I forget, and as late follow up to the notes that re on the page: back when I first got the idea that the first UFO was on a retaliation mission, I did not know that there was a 2% chance for every UFO to generate a retaliation mission. Armed with this knowledge, this is probably the sequence of events that happened to me at the time: I shot down the first UFO, recovered it and then got my base attacked. The 2% might&#039;ve triggered then. This would very well the impression I had that UFOs could start on retaliation missions. They don&#039;t, but they can generate an attack. -[[User:NKF|NKF]] 03:10, 3 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien missions data discovered in geoscape.exe [finally ;-)] ==&lt;br /&gt;
&lt;br /&gt;
OK guys, here&#039;s a big one: alien missions data is located in the executable at offset 0x70E70 (gold edition) ; it starts with these values (all 16bit words):&lt;br /&gt;
&lt;br /&gt;
 .data:00470E70 structAlienMission &amp;lt;5, 1, 0, 12Ch&amp;gt;&lt;br /&gt;
 .data:00470E70 structAlienMission &amp;lt;6, 1, 2, 104h&amp;gt;&lt;br /&gt;
 .data:00470E70 structAlienMission &amp;lt;7, 2, 4, 12Ch&amp;gt;&lt;br /&gt;
 .data:00470E70 structAlienMission 5 dup(&amp;lt;0FFFFh, 0FFFFh, 0FFFFh, 0FFFFh&amp;gt;)&lt;br /&gt;
 ...&lt;br /&gt;
It goes on for 64x4x2 bytes (7 mission types and possible data for additional &#039;supply&#039; type mission).&lt;br /&gt;
&lt;br /&gt;
Every mission type has 8 entries consisting of 4 words.&lt;br /&gt;
First word is the ship type, second is the number of ship of this type to spawn successively (each uses the same time counter), and 4th correspond to the time counter in [[MISSIONS.DAT]]. 3rd one is unknown for now.&lt;br /&gt;
&lt;br /&gt;
The example below is for research mission: one small scout (type 5), then one medium scout (type 6) and finally 2 large scouts (type 7).&lt;br /&gt;
The time counter is calculated like this: time*RAND()+time/2.&lt;br /&gt;
Anyone care to hack the binaries to confirm this? [[User:Seb76|Seb76]] 10:58, 9 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Time calculation looks good for those UFOs with randomized time (there are a few known exceptions). -- [[User:Zaimoni|Zaimoni]] 10:16 10 March 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: It would be very good to locate what controls fixed vs randomized times for the normal missions. -- [[User:Zaimoni|Zaimoni]] 10:59 13 July 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
The 3rd word of missions is UFO_trajectory_type. It refers into table at address .data:00471070. So there are 10 types of trajectories possible, with maximum 8 waypoints. &lt;br /&gt;
 .data:00471070     ufo_10_types_52___ dw 5                      ; UFO_Waypoint_count&lt;br /&gt;
 .data:00471070                   dw   5,  0,  0,  1,  5, -1, -1, -1; UFO_Waypoint_Site&lt;br /&gt;
 .data:00471070                   dw   4,  3,  1,  1,  2,  0,  0,  0; UFO_Waypoint_Altitude&lt;br /&gt;
 .data:00471070                   dw 100, 74, 28, 47,100,  0,  0,  0; UFO_Waypoint_Speed&lt;br /&gt;
 .data:00471070                   dw 3000                   ; Ground_Timer&lt;br /&gt;
--[[User:Volutar|Volutar]] 05:59, 14 April 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
The 3rd &amp;quot;word&amp;quot; is called a &#039;&#039;Mission Plan&#039;&#039; in the dev notes I have. As Volutar mentioned, there are 10 types, and I&#039;ll list the internal descriptions here&lt;br /&gt;
&lt;br /&gt;
 Plan     Description&lt;br /&gt;
   0      Low level reconnaissance&lt;br /&gt;
   1      Intense low level reconnaissance&lt;br /&gt;
   2      Occasional landings&lt;br /&gt;
   3      Occasional abductions&lt;br /&gt;
   4      Systematic abductions&lt;br /&gt;
   5      Reconnaissance for base&lt;br /&gt;
   6      Establishing base&lt;br /&gt;
   7      Visit major cities&lt;br /&gt;
   8      Destroy &amp;lt;nowiki&amp;gt;[X-COM]&amp;lt;/nowiki&amp;gt; base&lt;br /&gt;
   9      Base Supply&lt;br /&gt;
&lt;br /&gt;
--[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 06:10, 31 July 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Clarification pls==&lt;br /&gt;
&lt;br /&gt;
- So all these missions, once started, will continue in the precise sequence no matter what?&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;i&amp;gt;Yes; only most of these tables have been verified by inspection of the savegame files in a hex editor, however.  Infiltration has not.  Matching the savegame file behavior against the in-game data Seb76 has located is tricky. -- [[User:Zaimoni|Zaimoni]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- What about the whole thing with whether it&#039;s found the site or not (e.g. Terror Ships finding/not finding a city to raid, Battleships finding/not finding your base)? Does this apply to all missions?&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;i&amp;gt;The base assault battleships are not on the Retaliation Act sequence, they&#039;re controlled by [[XBASES.DAT]].  Reverse-engineering how the Retaliation Act ships find bases hasn&#039;t been precisely done yet (don&#039;t let the UFOs get too close to the base), mind shielding reduces the range at which a UFO can spot a base.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::: So the two battleships that don&#039;t ever spot your base are unrelated to the battleships that come if you&#039;re spotted? [[User:magic9mushroom]]&lt;br /&gt;
&lt;br /&gt;
:::: &amp;lt;i&amp;gt;Correct.  I&#039;ve had entire Retaliation Acts cycle without scheduling a base attack battleship, but this was with [[XBASES.DAT]] never flagging a base for retaliation.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;i&amp;gt;As for Terror Ships: whether a UFO lands or not, appears to be controlled by its ufo-c/ufo-sub-c indexing.  If they have orders to land, they won&#039;t have problems finding an appropriate site. -- [[User:Zaimoni|Zaimoni]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::: So that means that of the two Terror Ship indexes you have listed, only one occurs in any given mission? [[User:magic9mushroom]]&lt;br /&gt;
&lt;br /&gt;
:::: &amp;lt;i&amp;gt;For all act types, the indexes are incremented in strictly increasing order (with all ufo-sub-c indexes run through before the ufo-c index is incremented).  It may take more than one hour for a ufo to reach hyperwave detection with incomplete hyperwave coverage. -- [[User:Zaimoni|Zaimoni]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::::So are there two Terror Ships per mission or not?&lt;br /&gt;
&lt;br /&gt;
:::::: &amp;lt;i&amp;gt;The separation between Terror Ship 2/0 and Terror Ship 3/0 is a few days, so it&#039;s conceptually two missions with one Terror Ship each with the Terror Act.  Empirical research into ufo behavior suggests that if they are not shot down, Terror Ship 2/0 never lands, while Terror Ship 3/0 always lands (and gives you a terror site). -- [[User:Zaimoni|Zaimoni]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- With the infiltration, what does the &amp;quot;it starts again&amp;quot; mean? Does that mean that once an infiltration mission has started in a zone, endless infiltrations will run there until all countries there are infiltrated?&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;i&amp;gt;Infiltration is the only mission type that loops.  It will continue even after all countries in the zone have been infiltrated.  Russia is empirically immune to infiltration in all versions higher than DOS 1.0. -- [[User:Zaimoni|Zaimoni]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::: So what happens at the conclusion of an Infiltration mission after all countries in the zone are infiltrated? Does a country outside the zone get infiltrated? Does no country get infiltrated? [[User:magic9mushroom]]&lt;br /&gt;
&lt;br /&gt;
::::Nothing happens. Was rather fortunate to experience this a few times - and when I ran a no-funding-country scenario where I edited the save and flagged all the countries as withdrawn. Rather amusing to see them infiltrate an already infiltrated country and yield no results. In this case, the only real impact is the area activity points, which the neighbours will notice. -[[User:NKF|NKF]] 05:30, 10 August 2009 (EDT) &lt;br /&gt;
&lt;br /&gt;
- It says the order for infiltrations is Terror ship -&amp;gt; Battleship -&amp;gt; Supply ship -&amp;gt; Battleship, but my own experience contradicts this - I shot down each UFO in an infiltration run, and the sequence was Terror ship -&amp;gt; Supply ship -&amp;gt; Battleship -&amp;gt; Battleship.&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;i&amp;gt;While Infiltration has not been verified by me in-game yet, the tables all assume that all UFOs in the sequence are detected.  This is more interesting if this was with the Hyperwave Decoder. -- [[User:Zaimoni|Zaimoni]], 8:42, 9 August 2009 (CDT)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::: It was with a Hyper-Wave Decoder and I shot down each before the next appeared. [[User:Magic9mushroom|Magic9mushroom]] 04:07, 10 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: &amp;lt;i&amp;gt;All eight are in the executable, in the order specified in MISSIONS.DAT.  However, the four mentioned are pretty much &amp;quot;in a row&amp;quot;: the sixth should arrive exactly one hour later after the fifth, and so on.  That is, you have one hour to shoot down the Terror Ship to delay the three others by ~2 weeks. -- [[User:Zaimoni|Zaimoni]], 9:37, 10 August 2009 (CDT)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::: Well, it was days between detecting each one. They definitely arrived in the order Terror Ship, Supply Ship, Battleship, Battleship.&lt;br /&gt;
&lt;br /&gt;
:::::: &amp;lt;i&amp;gt;See it in the executable, fixing that now.  (Mapping duration from executable to empirical is tricky, as is estimating turning points and landing counts.)  -- [[User:Zaimoni|Zaimoni]], 9:37, 10 August 2009 (CDT)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thanks in advance. [[User:Magic9mushroom|Magic9mushroom]] 04:14, 9 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I understood what mean third entry in section Alien Data Missions at executable file. &lt;br /&gt;
As I said in forum Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
&lt;br /&gt;
And third entry - it&#039;s index of speeds of sub.&lt;br /&gt;
&lt;br /&gt;
I have table of speeds of all USO subs. Where can locate it?&lt;br /&gt;
&lt;br /&gt;
== Non-scheduled Terror Missions ==&lt;br /&gt;
&lt;br /&gt;
What is it known on terror missions which are NOT in MISSIONS.DAT? At least in TFTD, such missions are, as a rule, on the 1st of each month, 1:00 (are they always ship route attacks?). Saving the game before the attack but after  the midnight (1st, 0:00), and next loading and continuing it, always leads to a mission in the same (exact) location, on the same type of the ship, and with the same alien race (or Mixed Crew). Only numbers of particular creatures of a given race can change. So, the mission properties must be stored somewhere between the midnight and 1:00 (when the attack occurs). The game must store this information somewhere, and it is not MISSION.DAT for sure.&lt;br /&gt;
&lt;br /&gt;
Such a first-o&#039;clock alien terror mission does not influence the normal, scheduled alien missions (so, it is even possible to have another terror mission just few hours after the first one, if only the other mission had been scheduled). Where is it stored?&lt;br /&gt;
&lt;br /&gt;
Does a similar phenomenon occur in UFO:EU as well?&lt;br /&gt;
&lt;br /&gt;
[[File:Nstm.zip]] - a set of savegames for tests, the explanation inside.&lt;br /&gt;
&lt;br /&gt;
[[User:Sherlock|Sherlock]] 20:24, 30 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s in [[LOC.DAT]]. As in, the terror site already existed before it became visible to you, so you actually saved AFTER the attack started. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:02, 31 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Addresses ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not great at this sort of thing so I&#039;d like to know if the following is correct.  Zaimoni&#039;s example, &#039;&#039;&amp;quot;E.g. infiltration(3) in Europe(4) would have the offset 3*8+4*(7*8)=0xF8&amp;quot;&#039;&#039; means the entries are ordered by missiontype*8 + region*56 (respectively from [[ACTS.DAT]] and [[ZONAL.DAT]]) ???&lt;br /&gt;
&lt;br /&gt;
Running that logic through excel I generated the addresses below.  I guess they make sense; it could look like what&#039;s going on in-game though I don&#039;t have any saves where I am dead-certain what missions are running... which is what brought me to this page... :)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:90%;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adr.Hex !! Mission&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Research in North America&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Harvest in North America&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Abduction in North America&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Infiltration in North America&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Base in North America&lt;br /&gt;
|-&lt;br /&gt;
| 28 || Terror in North America&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Retaliation in North America&lt;br /&gt;
|-&lt;br /&gt;
| 38 || Research in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 40 || Harvest in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 48 || Abduction in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Infiltration in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 58 || Base in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 60 || Terror in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 68 || Retaliation in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 70 || Research in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| 78 || Harvest in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| 80 || Abduction in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| 88 || Infiltration in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| 90 || Base in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| 98 || Terror in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| A0 || Retaliation in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| A8 || Research in South America&lt;br /&gt;
|-&lt;br /&gt;
| B0 || Harvest in South America&lt;br /&gt;
|-&lt;br /&gt;
| B8 || Abduction in South America&lt;br /&gt;
|-&lt;br /&gt;
| C0 || Infiltration in South America&lt;br /&gt;
|-&lt;br /&gt;
| C8 || Base in South America&lt;br /&gt;
|-&lt;br /&gt;
| D0 || Terror in South America&lt;br /&gt;
|-&lt;br /&gt;
| D8 || Retaliation in South America&lt;br /&gt;
|-&lt;br /&gt;
| E0 || Research in Europe&lt;br /&gt;
|-&lt;br /&gt;
| E8 || Harvest in Europe&lt;br /&gt;
|-&lt;br /&gt;
| F0 || Abduction in Europe&lt;br /&gt;
|-&lt;br /&gt;
| F8 || Infiltration in Europe&lt;br /&gt;
|-&lt;br /&gt;
| 100 || Base in Europe&lt;br /&gt;
|-&lt;br /&gt;
| 108 || Terror in Europe&lt;br /&gt;
|-&lt;br /&gt;
| 110 || Retaliation in Europe&lt;br /&gt;
|-&lt;br /&gt;
| 118 || Research in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 120 || Harvest in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 128 || Abduction in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 130 || Infiltration in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 138 || Base in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 140 || Terror in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 148 || Retaliation in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 150 || Research in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 158 || Harvest in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 160 || Abduction in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 168 || Infiltration in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 170 || Base in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 178 || Terror in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 180 || Retaliation in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 188 || Research in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 190 || Harvest in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 198 || Abduction in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1A0 || Infiltration in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1A8 || Base in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1B0 || Terror in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1B8 || Retaliation in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1C0 || Research in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1C8 || Harvest in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1D0 || Abduction in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1D8 || Infiltration in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1E0 || Base in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1E8 || Terror in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1F0 || Retaliation in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1F8 || Research in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 200 || Harvest in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 208 || Abduction in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 210 || Infiltration in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 218 || Base in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 220 || Terror in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 228 || Retaliation in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 230 || Research in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 238 || Harvest in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 240 || Abduction in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 248 || Infiltration in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 250 || Base in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 258 || Terror in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 260 || Retaliation in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 268 || Research in Wilderness&lt;br /&gt;
|-&lt;br /&gt;
| 270 || Harvest in Wilderness&lt;br /&gt;
|-&lt;br /&gt;
| 278 || Abduction in Wilderness&lt;br /&gt;
|-&lt;br /&gt;
| 280 || Infiltration in Wilderness&lt;br /&gt;
|-&lt;br /&gt;
| 288 || Base in Wilderness&lt;br /&gt;
|-&lt;br /&gt;
| 290 || Terror in Wilderness&lt;br /&gt;
|-&lt;br /&gt;
| 298 || Retaliation in Wilderness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Tlist|Tlist]] ([[User talk:Tlist|talk]]) 13:46, 25 May 2014 (EDT)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:MISSIONS.DAT&amp;diff=87475</id>
		<title>Talk:MISSIONS.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:MISSIONS.DAT&amp;diff=87475"/>
		<updated>2018-07-31T04:10:37Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Alien missions data discovered in geoscape.exe [finally ;-)] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some questions [&amp;lt;i&amp;gt;Zaimoni&amp;lt;/i&amp;gt;: now answered empirically]:&lt;br /&gt;
* What is going on with the start time for 0/0 on Research missions?  The Jan 1999 one is always 2.5h, but I recently saw an Antarctica Research mission at 3d for 0/0.&lt;br /&gt;
* How consistently does the time to the next UFO react to a successful Battlescape game?  (I just saw a Retaliation 1/1 go from 7Eh to 136h upon successful completion.)&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]],  6:50 Sept 21 2006 CDT&lt;br /&gt;
&lt;br /&gt;
I couldn&#039;t understand much of your research but it made me wonder about one question: is it possible to determine the amount of UFO missions and their types that you will see during a month (and also the areas?). Or are those set in a total random fashion?&lt;br /&gt;
&lt;br /&gt;
If so this could be considered as spoilers but it could also be used for an article describing alien strategy on the field manual.&lt;br /&gt;
&lt;br /&gt;
--[[User:Hobbes|Hobbes]] 18:39, 21 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
MISSIONS.DAT is a spoiler, definitely.  It stores the time (in 30-minute increments) for all non-Supply scheduled UFOs that have not arrived yet.  While it won&#039;t tell you all of the UFOs arriving in the month, it will positively ID  arrival time, mission, physical type, and race of each one in the queue.  I&#039;m in the middle of redocumenting it.&lt;br /&gt;
&lt;br /&gt;
My current conjecture is that the 0..3 sequence indexes the &amp;quot;size&amp;quot; of the UFO.  The legacy content just listing ufo-c coordinates is misleading (it seems to be enumerating the visible sequence of ufos), but I want to positively observe the entire sequence of ufo-c/ufo-sub-c pairs before updating.&lt;br /&gt;
&lt;br /&gt;
At all times, the current mission types and areas are in MISSIONS.DAT...&amp;lt;b&amp;gt;except&amp;lt;/b&amp;gt; for supply missions.  You really want a Hyperwave Decoder covering each alien base you&#039;re harvesting.  So far, Beginner and Superhuman schedule the same at the beginning of the months after Jan 1999: 1 Terror mission, one non-terror mission.  I don&#039;t know the criteria for scheduling Retaliation missions.  (I&#039;ve never seen them show up except immediately after Battlescape missions, but that obviously isn&#039;t exhaustive.]&lt;br /&gt;
&lt;br /&gt;
Particularly interesting: Battlescape messes with the arrival time of the next mission after the one you&#039;re cleaning up on.  This needs more careful analysis (e.g., is it just mission completion?)&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]],  22:35 Sept 21 2006 CDT&lt;br /&gt;
&lt;br /&gt;
The increase in time to next UFO occurs either (or both) at shootdown, or at the start of the Battlescape mission.  Since I used XCOMUtil interceptor with six soldiers for this test, I can&#039;t tell which one.  No change between the beginning and the end of the Battlescape mission.  [But a genuine Terrorship will happen soon enough...that gets a no-crew Interceptor and a full Skyranger.]&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]],  23:51 Sept 21 2006 CDT&lt;br /&gt;
:After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours ). A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
:[[User:Seb76|Seb76]] 18:56, 12 July 2008 (PDT)&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think I&#039;ll be continuing this savegame, but I just had a Feb 1999 that only generated a new Terror Mission.  The other mission...not visible.  [I may have messed it up &amp;amp;mdash; I did edit the Jan 1999 Terror mission from Europe to Southern Africa.]&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]],  10:38 Dec 30 2006 CDT&lt;br /&gt;
&lt;br /&gt;
== Retaliation ==&lt;br /&gt;
&lt;br /&gt;
Zaimoni, I&#039;ve been thinking about the comment about HWD&#039;s activating retaliation missions from the start. Are you able to check the mission types of the first couple of UFOs through mission.dat without editing the HWD stats onto the base? I&#039;m not entirely convinced that retaliation missions are instigated by having a hyperwave decoder (stats or the module). &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
: Yes, I can check (and have checked) that by hex editor.  [It&#039;s a moderately different game with total information on arrival times and mission types...much easier to resume after a month or so hiatus.]  I haven&#039;t tested with a game whose Hyperwave detection was edited.&lt;br /&gt;
&lt;br /&gt;
: I normally save immediately after starting a new game to apply my custom soldier editor to the game.  While I&#039;m at it, I check MISSIONS.DAT.  I have always gotten two missions: a Research mission in the same region as my starting base, and a terror mission with a decidedly non-uniform random distribution of location that I haven&#039;t bothered to try to analyze.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not sure whether there&#039;s a random component to getting a Retalation series scheduled by shooting down the first Research UFO, or whether it&#039;s just hypersensitive to some sort of detail.  If the series is not significantly interfered with, the base defense mission would happen 2-3 weeks in.&lt;br /&gt;
&lt;br /&gt;
: --[[User:Zaimoni|Zaimoni]],  3:23 Mar 20 2007 CDT&lt;br /&gt;
&lt;br /&gt;
Just ran some quick checks, nothing too intensive.&lt;br /&gt;
* Editing hyperwave detection in a hex editor: no obvious effect, but would have to tweak the initial MISSIONS.DAT (move the Terror Act to within range) to be absolutely sure.  The game does not transmogrify Research UFOs in real-time; I need to test Terror UFOs.&lt;br /&gt;
* Start a new game after abandoning one: race information is not cleared in MISSIONS.DAT, but other information is cleared.  In particular, both ufo-c and subufo-c are overwritten to their defaults.&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]],  23:11 Apr 11 2007 CDT&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;so&#039;&#039;&#039;, the question which should be asked:&lt;br /&gt;
&lt;br /&gt;
Is it too difficult to make an editor which changes the sequences? I dunno anything with hex-editors, programming, high level mathematics, etc. It would be interesting to have an opportunity to spawn multiple UFO everyday and not be able to shoot them all down as which is the case for the current mode of EU (and TFTD). The only thing that comes close to something of this current scenario is an inflitration mission where you have 5+ alien ships all at once and not having the capability to deal with them all. I dunno... i just wish having more tweaks to make it harder would be a good thing as opposite to just using editors to dull the technology of xcom to increase difficulty.&lt;br /&gt;
&lt;br /&gt;
Six terror sites at once??? hell yeah! [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
: It should be safe to create Retaliation acts and Terror acts by directly editing MISSIONS.DAT, there will be no internal consistency issues with other files.  Editing existing entries in MISSIONS.DAT to other valid entries should be safe (note that not all mission types have been authoritatively mapped).  Editing duration should be safe, but problems could happen with invalid races or UFO c/sub-c pairs.  Creating other mission types will require counter-editing ACTS.DAT.  I haven&#039;t specifically checked the behavior of ZONAL.DAT when spawning new acts.&lt;br /&gt;
&lt;br /&gt;
: The ufo-c/ufo-sub-c pair 0/0 is always valid, at least.&lt;br /&gt;
&lt;br /&gt;
: Research, Base, Terror, and Retaliation have fully documented ufo-c/ufo-sub-c pairs.  I haven&#039;t done any verification at all for Abduction or Infiltration.&lt;br /&gt;
&lt;br /&gt;
: Changing the relative durations between UFOs, time delays incurred when shooting down UFOs, or number of missions spawned per month, requires finding that information first. --[[User:Zaimoni|Zaimoni]],  10:16 Oct 17 2007 CDT&lt;br /&gt;
&lt;br /&gt;
Just a note to add to this section lest I forget, and as late follow up to the notes that re on the page: back when I first got the idea that the first UFO was on a retaliation mission, I did not know that there was a 2% chance for every UFO to generate a retaliation mission. Armed with this knowledge, this is probably the sequence of events that happened to me at the time: I shot down the first UFO, recovered it and then got my base attacked. The 2% might&#039;ve triggered then. This would very well the impression I had that UFOs could start on retaliation missions. They don&#039;t, but they can generate an attack. -[[User:NKF|NKF]] 03:10, 3 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien missions data discovered in geoscape.exe [finally ;-)] ==&lt;br /&gt;
&lt;br /&gt;
OK guys, here&#039;s a big one: alien missions data is located in the executable at offset 0x70E70 (gold edition) ; it starts with these values (all 16bit words):&lt;br /&gt;
&lt;br /&gt;
 .data:00470E70 structAlienMission &amp;lt;5, 1, 0, 12Ch&amp;gt;&lt;br /&gt;
 .data:00470E70 structAlienMission &amp;lt;6, 1, 2, 104h&amp;gt;&lt;br /&gt;
 .data:00470E70 structAlienMission &amp;lt;7, 2, 4, 12Ch&amp;gt;&lt;br /&gt;
 .data:00470E70 structAlienMission 5 dup(&amp;lt;0FFFFh, 0FFFFh, 0FFFFh, 0FFFFh&amp;gt;)&lt;br /&gt;
 ...&lt;br /&gt;
It goes on for 64x4x2 bytes (7 mission types and possible data for additional &#039;supply&#039; type mission).&lt;br /&gt;
&lt;br /&gt;
Every mission type has 8 entries consisting of 4 words.&lt;br /&gt;
First word is the ship type, second is the number of ship of this type to spawn successively (each uses the same time counter), and 4th correspond to the time counter in [[MISSIONS.DAT]]. 3rd one is unknown for now.&lt;br /&gt;
&lt;br /&gt;
The example below is for research mission: one small scout (type 5), then one medium scout (type 6) and finally 2 large scouts (type 7).&lt;br /&gt;
The time counter is calculated like this: time*RAND()+time/2.&lt;br /&gt;
Anyone care to hack the binaries to confirm this? [[User:Seb76|Seb76]] 10:58, 9 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Time calculation looks good for those UFOs with randomized time (there are a few known exceptions). -- [[User:Zaimoni|Zaimoni]] 10:16 10 March 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: It would be very good to locate what controls fixed vs randomized times for the normal missions. -- [[User:Zaimoni|Zaimoni]] 10:59 13 July 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
The 3rd word of missions is UFO_trajectory_type. It refers into table at address .data:00471070. So there are 10 types of trajectories possible, with maximum 8 waypoints. &lt;br /&gt;
 .data:00471070     ufo_10_types_52___ dw 5                      ; UFO_Waypoint_count&lt;br /&gt;
 .data:00471070                   dw   5,  0,  0,  1,  5, -1, -1, -1; UFO_Waypoint_Site&lt;br /&gt;
 .data:00471070                   dw   4,  3,  1,  1,  2,  0,  0,  0; UFO_Waypoint_Altitude&lt;br /&gt;
 .data:00471070                   dw 100, 74, 28, 47,100,  0,  0,  0; UFO_Waypoint_Speed&lt;br /&gt;
 .data:00471070                   dw 3000                   ; Ground_Timer&lt;br /&gt;
--[[User:Volutar|Volutar]] 05:59, 14 April 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
The 3rd &amp;quot;word&amp;quot; is called a &#039;&#039;Mission Plan&#039;&#039; in the dev notes I have. As Volutar mentioned, there are 10 types, and I&#039;ll list the internal descriptions here&lt;br /&gt;
&lt;br /&gt;
 Plan     Description&lt;br /&gt;
   0      Low level reconnaissance&lt;br /&gt;
   1      Intense low level reconnaissance&lt;br /&gt;
   2      Occasional landings&lt;br /&gt;
   3      Occasional abductions&lt;br /&gt;
   4      Systematic abductions&lt;br /&gt;
   5      Reconnaissance for base&lt;br /&gt;
   6      Establishing base&lt;br /&gt;
   7      Visit major cities&lt;br /&gt;
   8      Destroy &amp;lt;nowiki&amp;gt;[X-COM]&amp;lt;/nowiki&amp;gt; base&lt;br /&gt;
   9      Base Supply&lt;br /&gt;
 --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 06:10, 31 July 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Clarification pls==&lt;br /&gt;
&lt;br /&gt;
- So all these missions, once started, will continue in the precise sequence no matter what?&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;i&amp;gt;Yes; only most of these tables have been verified by inspection of the savegame files in a hex editor, however.  Infiltration has not.  Matching the savegame file behavior against the in-game data Seb76 has located is tricky. -- [[User:Zaimoni|Zaimoni]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- What about the whole thing with whether it&#039;s found the site or not (e.g. Terror Ships finding/not finding a city to raid, Battleships finding/not finding your base)? Does this apply to all missions?&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;i&amp;gt;The base assault battleships are not on the Retaliation Act sequence, they&#039;re controlled by [[XBASES.DAT]].  Reverse-engineering how the Retaliation Act ships find bases hasn&#039;t been precisely done yet (don&#039;t let the UFOs get too close to the base), mind shielding reduces the range at which a UFO can spot a base.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::: So the two battleships that don&#039;t ever spot your base are unrelated to the battleships that come if you&#039;re spotted? [[User:magic9mushroom]]&lt;br /&gt;
&lt;br /&gt;
:::: &amp;lt;i&amp;gt;Correct.  I&#039;ve had entire Retaliation Acts cycle without scheduling a base attack battleship, but this was with [[XBASES.DAT]] never flagging a base for retaliation.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;i&amp;gt;As for Terror Ships: whether a UFO lands or not, appears to be controlled by its ufo-c/ufo-sub-c indexing.  If they have orders to land, they won&#039;t have problems finding an appropriate site. -- [[User:Zaimoni|Zaimoni]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::: So that means that of the two Terror Ship indexes you have listed, only one occurs in any given mission? [[User:magic9mushroom]]&lt;br /&gt;
&lt;br /&gt;
:::: &amp;lt;i&amp;gt;For all act types, the indexes are incremented in strictly increasing order (with all ufo-sub-c indexes run through before the ufo-c index is incremented).  It may take more than one hour for a ufo to reach hyperwave detection with incomplete hyperwave coverage. -- [[User:Zaimoni|Zaimoni]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::::So are there two Terror Ships per mission or not?&lt;br /&gt;
&lt;br /&gt;
:::::: &amp;lt;i&amp;gt;The separation between Terror Ship 2/0 and Terror Ship 3/0 is a few days, so it&#039;s conceptually two missions with one Terror Ship each with the Terror Act.  Empirical research into ufo behavior suggests that if they are not shot down, Terror Ship 2/0 never lands, while Terror Ship 3/0 always lands (and gives you a terror site). -- [[User:Zaimoni|Zaimoni]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- With the infiltration, what does the &amp;quot;it starts again&amp;quot; mean? Does that mean that once an infiltration mission has started in a zone, endless infiltrations will run there until all countries there are infiltrated?&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;i&amp;gt;Infiltration is the only mission type that loops.  It will continue even after all countries in the zone have been infiltrated.  Russia is empirically immune to infiltration in all versions higher than DOS 1.0. -- [[User:Zaimoni|Zaimoni]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::: So what happens at the conclusion of an Infiltration mission after all countries in the zone are infiltrated? Does a country outside the zone get infiltrated? Does no country get infiltrated? [[User:magic9mushroom]]&lt;br /&gt;
&lt;br /&gt;
::::Nothing happens. Was rather fortunate to experience this a few times - and when I ran a no-funding-country scenario where I edited the save and flagged all the countries as withdrawn. Rather amusing to see them infiltrate an already infiltrated country and yield no results. In this case, the only real impact is the area activity points, which the neighbours will notice. -[[User:NKF|NKF]] 05:30, 10 August 2009 (EDT) &lt;br /&gt;
&lt;br /&gt;
- It says the order for infiltrations is Terror ship -&amp;gt; Battleship -&amp;gt; Supply ship -&amp;gt; Battleship, but my own experience contradicts this - I shot down each UFO in an infiltration run, and the sequence was Terror ship -&amp;gt; Supply ship -&amp;gt; Battleship -&amp;gt; Battleship.&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;i&amp;gt;While Infiltration has not been verified by me in-game yet, the tables all assume that all UFOs in the sequence are detected.  This is more interesting if this was with the Hyperwave Decoder. -- [[User:Zaimoni|Zaimoni]], 8:42, 9 August 2009 (CDT)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::: It was with a Hyper-Wave Decoder and I shot down each before the next appeared. [[User:Magic9mushroom|Magic9mushroom]] 04:07, 10 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: &amp;lt;i&amp;gt;All eight are in the executable, in the order specified in MISSIONS.DAT.  However, the four mentioned are pretty much &amp;quot;in a row&amp;quot;: the sixth should arrive exactly one hour later after the fifth, and so on.  That is, you have one hour to shoot down the Terror Ship to delay the three others by ~2 weeks. -- [[User:Zaimoni|Zaimoni]], 9:37, 10 August 2009 (CDT)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::: Well, it was days between detecting each one. They definitely arrived in the order Terror Ship, Supply Ship, Battleship, Battleship.&lt;br /&gt;
&lt;br /&gt;
:::::: &amp;lt;i&amp;gt;See it in the executable, fixing that now.  (Mapping duration from executable to empirical is tricky, as is estimating turning points and landing counts.)  -- [[User:Zaimoni|Zaimoni]], 9:37, 10 August 2009 (CDT)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thanks in advance. [[User:Magic9mushroom|Magic9mushroom]] 04:14, 9 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I understood what mean third entry in section Alien Data Missions at executable file. &lt;br /&gt;
As I said in forum Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
&lt;br /&gt;
And third entry - it&#039;s index of speeds of sub.&lt;br /&gt;
&lt;br /&gt;
I have table of speeds of all USO subs. Where can locate it?&lt;br /&gt;
&lt;br /&gt;
== Non-scheduled Terror Missions ==&lt;br /&gt;
&lt;br /&gt;
What is it known on terror missions which are NOT in MISSIONS.DAT? At least in TFTD, such missions are, as a rule, on the 1st of each month, 1:00 (are they always ship route attacks?). Saving the game before the attack but after  the midnight (1st, 0:00), and next loading and continuing it, always leads to a mission in the same (exact) location, on the same type of the ship, and with the same alien race (or Mixed Crew). Only numbers of particular creatures of a given race can change. So, the mission properties must be stored somewhere between the midnight and 1:00 (when the attack occurs). The game must store this information somewhere, and it is not MISSION.DAT for sure.&lt;br /&gt;
&lt;br /&gt;
Such a first-o&#039;clock alien terror mission does not influence the normal, scheduled alien missions (so, it is even possible to have another terror mission just few hours after the first one, if only the other mission had been scheduled). Where is it stored?&lt;br /&gt;
&lt;br /&gt;
Does a similar phenomenon occur in UFO:EU as well?&lt;br /&gt;
&lt;br /&gt;
[[File:Nstm.zip]] - a set of savegames for tests, the explanation inside.&lt;br /&gt;
&lt;br /&gt;
[[User:Sherlock|Sherlock]] 20:24, 30 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s in [[LOC.DAT]]. As in, the terror site already existed before it became visible to you, so you actually saved AFTER the attack started. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:02, 31 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Addresses ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not great at this sort of thing so I&#039;d like to know if the following is correct.  Zaimoni&#039;s example, &#039;&#039;&amp;quot;E.g. infiltration(3) in Europe(4) would have the offset 3*8+4*(7*8)=0xF8&amp;quot;&#039;&#039; means the entries are ordered by missiontype*8 + region*56 (respectively from [[ACTS.DAT]] and [[ZONAL.DAT]]) ???&lt;br /&gt;
&lt;br /&gt;
Running that logic through excel I generated the addresses below.  I guess they make sense; it could look like what&#039;s going on in-game though I don&#039;t have any saves where I am dead-certain what missions are running... which is what brought me to this page... :)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:90%;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adr.Hex !! Mission&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Research in North America&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Harvest in North America&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Abduction in North America&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Infiltration in North America&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Base in North America&lt;br /&gt;
|-&lt;br /&gt;
| 28 || Terror in North America&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Retaliation in North America&lt;br /&gt;
|-&lt;br /&gt;
| 38 || Research in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 40 || Harvest in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 48 || Abduction in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Infiltration in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 58 || Base in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 60 || Terror in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 68 || Retaliation in Arctic&lt;br /&gt;
|-&lt;br /&gt;
| 70 || Research in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| 78 || Harvest in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| 80 || Abduction in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| 88 || Infiltration in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| 90 || Base in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| 98 || Terror in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| A0 || Retaliation in Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| A8 || Research in South America&lt;br /&gt;
|-&lt;br /&gt;
| B0 || Harvest in South America&lt;br /&gt;
|-&lt;br /&gt;
| B8 || Abduction in South America&lt;br /&gt;
|-&lt;br /&gt;
| C0 || Infiltration in South America&lt;br /&gt;
|-&lt;br /&gt;
| C8 || Base in South America&lt;br /&gt;
|-&lt;br /&gt;
| D0 || Terror in South America&lt;br /&gt;
|-&lt;br /&gt;
| D8 || Retaliation in South America&lt;br /&gt;
|-&lt;br /&gt;
| E0 || Research in Europe&lt;br /&gt;
|-&lt;br /&gt;
| E8 || Harvest in Europe&lt;br /&gt;
|-&lt;br /&gt;
| F0 || Abduction in Europe&lt;br /&gt;
|-&lt;br /&gt;
| F8 || Infiltration in Europe&lt;br /&gt;
|-&lt;br /&gt;
| 100 || Base in Europe&lt;br /&gt;
|-&lt;br /&gt;
| 108 || Terror in Europe&lt;br /&gt;
|-&lt;br /&gt;
| 110 || Retaliation in Europe&lt;br /&gt;
|-&lt;br /&gt;
| 118 || Research in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 120 || Harvest in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 128 || Abduction in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 130 || Infiltration in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 138 || Base in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 140 || Terror in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 148 || Retaliation in North Africa&lt;br /&gt;
|-&lt;br /&gt;
| 150 || Research in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 158 || Harvest in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 160 || Abduction in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 168 || Infiltration in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 170 || Base in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 178 || Terror in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 180 || Retaliation in South Africa&lt;br /&gt;
|-&lt;br /&gt;
| 188 || Research in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 190 || Harvest in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 198 || Abduction in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1A0 || Infiltration in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1A8 || Base in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1B0 || Terror in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1B8 || Retaliation in Central Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1C0 || Research in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1C8 || Harvest in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1D0 || Abduction in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1D8 || Infiltration in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1E0 || Base in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1E8 || Terror in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1F0 || Retaliation in Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| 1F8 || Research in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 200 || Harvest in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 208 || Abduction in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 210 || Infiltration in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 218 || Base in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 220 || Terror in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 228 || Retaliation in Siberia&lt;br /&gt;
|-&lt;br /&gt;
| 230 || Research in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 238 || Harvest in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 240 || Abduction in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 248 || Infiltration in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 250 || Base in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 258 || Terror in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 260 || Retaliation in Australasia&lt;br /&gt;
|-&lt;br /&gt;
| 268 || Research in Wilderness&lt;br /&gt;
|-&lt;br /&gt;
| 270 || Harvest in Wilderness&lt;br /&gt;
|-&lt;br /&gt;
| 278 || Abduction in Wilderness&lt;br /&gt;
|-&lt;br /&gt;
| 280 || Infiltration in Wilderness&lt;br /&gt;
|-&lt;br /&gt;
| 288 || Base in Wilderness&lt;br /&gt;
|-&lt;br /&gt;
| 290 || Terror in Wilderness&lt;br /&gt;
|-&lt;br /&gt;
| 298 || Retaliation in Wilderness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Tlist|Tlist]] ([[User talk:Tlist|talk]]) 13:46, 25 May 2014 (EDT)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Supply&amp;diff=87474</id>
		<title>Alien Supply</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Supply&amp;diff=87474"/>
		<updated>2018-07-31T04:10:26Z</updated>

		<summary type="html">&lt;p&gt;Zombie: Added info about how long a supply ships stays landed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Alien Supply.png|thumb|right|Alien Supply mission type.]]&lt;br /&gt;
Once an Alien base is constructed, it is resupplied on a regular basis (approximately every 4 days + 4 hours - or 100 hours) by special [[Supply ship|supply vessels]]. If one of these vessels is detected while landing then it is certain that an Alien base is nearby. Once landed, Supply Ships remain on the ground for 33⅓ hours or 1 day, 9 hours and 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Aliens do not directly [[Scoring#Alien_Scoring|score]] for this mission.&lt;br /&gt;
&lt;br /&gt;
Note that supply ships on supply missions are always at a speed that makes them impossible to shoot down by [[Interceptor]]s, even shortly before landing or after taking off. This means they can only be attacked on the ground unless new aircraft are researched and built. But because supply ships always land, it would be a waste of [[Elerium]] to shoot them down. Your new aircraft will need some for the interception, yet the Elerium in the supply ship [[UFO_Crash_Recovery#Supply_Ship|is usually destroyed]] by shooting it down.&lt;br /&gt;
&lt;br /&gt;
Piracy time. You may want to let the Alien base exist, just for millions of dollars plundered from the Supply &amp;quot;Blimps&amp;quot;. Arrrrrr, avast ye Space-Lubbers!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Base Farming]]&lt;br /&gt;
{{Alien Missions Navbar}}&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MISSIONS.DAT&amp;diff=87473</id>
		<title>MISSIONS.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MISSIONS.DAT&amp;diff=87473"/>
		<updated>2018-07-31T03:27:19Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Retaliation */ From what I can gather, all the ufo times are 100x30min=3000min=50hr. Need to double check against executable yet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;contains counters and race info on the ongoing acts. At the start of the game (beginner level) research in your home zone and terror in a random zone is initiated.  After that each new month you will get two new missions, one of which is a terror mission (beginner level).&lt;br /&gt;
&lt;br /&gt;
==Structure of a mission entry==&lt;br /&gt;
&lt;br /&gt;
Each mission has 4 words. With 7 acts on 12 zones these are 672 bytes. E.g. infiltration(3) in Europe(4) would have the offset 3*8+4*(7*8)=0xF8.&lt;br /&gt;
&lt;br /&gt;
 offset	meaning&lt;br /&gt;
 0	ufo-counter on the ufos within the mission (FFFF, the mission is not active)&lt;br /&gt;
 2	sub-ufo-counter used for some missions&lt;br /&gt;
 4	time-counter, 30 minutes to next ufo&lt;br /&gt;
 6	alien race of mission&lt;br /&gt;
&lt;br /&gt;
The race number can be looked up in [[ENGLISH.DAT]] / [[ENGLISH.DAT (TFTD)|(TFTD)]], entries 466-476:&lt;br /&gt;
  	EU		TFTD&lt;br /&gt;
  0	Sectoid		Aquatoid&lt;br /&gt;
  1	Snakeman	Gill Man&lt;br /&gt;
  2	Ethereal	Lobster Man&lt;br /&gt;
  3	Muton		Tasoth&lt;br /&gt;
  4	Floater		Calcinite&lt;br /&gt;
  5	Celatid		Deep One&lt;br /&gt;
  6	Silacoid	Bio-Drone&lt;br /&gt;
  7	Chryssalid	Tentaculat&lt;br /&gt;
  8	Reaper		Triscene&lt;br /&gt;
  9	Sectopod	Hallucinoid&lt;br /&gt;
 10	Cyberdisc	Xarquid&lt;br /&gt;
&lt;br /&gt;
==Timetable of a mission==&lt;br /&gt;
&lt;br /&gt;
When a mission starts, the ufo-counter is set to 0 and the time-counter to some act-depending time. The time-count is reduced every 30 minutes. When 0, an ufo will appear, the ufo-counter (or the sub-counter on some mission) will be increased and a new random time-counter for the new ufo will be set.&lt;br /&gt;
&lt;br /&gt;
===Note on the timing===&lt;br /&gt;
&lt;br /&gt;
Battlescape missions do not affect the scheduling of future UFOs.&lt;br /&gt;
&lt;br /&gt;
UFO appearances are established with a base time period to which a random amount of time derived from the base time is added. The effect is that a UFO arrival will be scheduled 50-150% of the base time. When the mission is created, the first UFO in the mission is spawned when the timer reaches zero. Then the mission entry details are set for the next the next UFO in line and the timer begins counting down again.  &lt;br /&gt;
&lt;br /&gt;
Shooting down a UFO will immediately add 24~224 hours (1~9 days) to the timer for the next UFO in that mission.&lt;br /&gt;
&lt;br /&gt;
A time followed by * denotes an exact non-randomized time of arrival.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
 ufo-c	time-c	ufo-type &lt;br /&gt;
 0/0	150h	s.Scout  &amp;lt;i&amp;gt;(start of game Research mission is 2.5h*.  This is for later ones)&amp;lt;/i&amp;gt;&lt;br /&gt;
 1/0	130h	m.Scout&lt;br /&gt;
 2/0	150h	l.Scout&lt;br /&gt;
 2/1	150h	l.Scout&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	 130h	s.Scout   &lt;br /&gt;
 1/0	 130h	s.Scout&lt;br /&gt;
 2/0	 100h	m.Scout&lt;br /&gt;
 3/0	 130h	l.Scout&lt;br /&gt;
 4/0	 150h	l.Scout&lt;br /&gt;
 5/0	  50h	Harvester&lt;br /&gt;
 6/0	12.5h	Harvester&lt;br /&gt;
 7/0	  25h	Battleship&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	250h	s.Scout&lt;br /&gt;
 1/0	300h	m.Scout&lt;br /&gt;
 2/0	150h	l.Scout&lt;br /&gt;
 3/0	150h	Abductor&lt;br /&gt;
 4/0	  1h	Abductor&lt;br /&gt;
 4/1	  1h	Abductor&lt;br /&gt;
&lt;br /&gt;
===Infiltration===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	275h	s.Scout&lt;br /&gt;
 1/0	250h	m.Scout&lt;br /&gt;
 2/0	230h	m.Scout&lt;br /&gt;
 3/0	150h	l.Scout&lt;br /&gt;
 4/0	  1h	l.Scout&lt;br /&gt;
 5/0	  1h	Terrorship&lt;br /&gt;
 6/0  	  1h	Supply&lt;br /&gt;
 7/0	  1h	Battleship&lt;br /&gt;
 7/1  	  1h	Battleship&lt;br /&gt;
&lt;br /&gt;
===Base===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	225h	s.Scout&lt;br /&gt;
 1/0	250h	m.Scout&lt;br /&gt;
 2/0	1h	l.Scout&lt;br /&gt;
 3/0	1h	Supply   &lt;br /&gt;
 3/1	1h	Supply   &lt;br /&gt;
 4/0	1h	Battleship&lt;br /&gt;
&lt;br /&gt;
===Terror===&lt;br /&gt;
 ufo-c	time-c	 ufo-type&lt;br /&gt;
 0	250h     m.Scout&lt;br /&gt;
 1	160h	 l.Scout&lt;br /&gt;
 2	200h	 Terrorship&lt;br /&gt;
 3	150h	 Terrorship&lt;br /&gt;
&lt;br /&gt;
Landing sites of Terrorships are terror missions, not ground assault missions.  Your radars don&#039;t want to track a Terrorship after it drops off its cargo.  &lt;br /&gt;
&lt;br /&gt;
sub-ufo-c is empirically always 0 for Terror acts.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	50h     s.Scout&lt;br /&gt;
 1/0	50h     m.Scout&lt;br /&gt;
 1/1	50h*	m.Scout (&amp;lt;i&amp;gt;add 146.5h* if 1/0 shot down at first turning point&amp;lt;/i&amp;gt;)&lt;br /&gt;
 2/0	50h*    l.Scout (&amp;lt;i&amp;gt;add 3d if 1/1 shot down at first turning point&amp;lt;/i&amp;gt;)&lt;br /&gt;
 2/1	50h	l.Scout&lt;br /&gt;
 2/2	50h	l.Scout (&amp;lt;i&amp;gt;Not always...finally confirmed it could happen, no idea what factors control this one&#039;s existence.&amp;lt;/i&amp;gt;)&lt;br /&gt;
 3/0	50h     Battleship&lt;br /&gt;
 3/1	50h	Battleship&lt;br /&gt;
&lt;br /&gt;
This mission only relates to the aliens attempting to find an unknown XCOM base in a zone.  Once the location of a base is known to the aliens, a special routine in the daily activities section generates the battleship that will attack the base.&lt;br /&gt;
&lt;br /&gt;
A retaliation mission is possibly generated after a successful interception.  The zone the mission is set will be either the location of the interception or the zone of the base from which the interceptor was launched.  The random chance of a mission being generated and the chance of which zone is selected is affected by the difficulty level of the game.&lt;br /&gt;
&lt;br /&gt;
After a certain point in research or after about 9 months of game time, retaliation missions are automatically generated for each zone that contains an XCOM base at the beginning of each game month.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ACTS.DAT]] - Contains actions the Aliens will embark on&lt;br /&gt;
* [[ALIEN.DAT]] - Contains alien activity for graphs&lt;br /&gt;
* [[ZONAL.DAT]] - Contains priorities for alien activities&lt;br /&gt;
* [[UFO Flight Patterns]]&lt;br /&gt;
* [[Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MISSIONS.DAT&amp;diff=87472</id>
		<title>MISSIONS.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MISSIONS.DAT&amp;diff=87472"/>
		<updated>2018-07-31T03:15:34Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Base */ Some changes to times. Need to check against executable yet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;contains counters and race info on the ongoing acts. At the start of the game (beginner level) research in your home zone and terror in a random zone is initiated.  After that each new month you will get two new missions, one of which is a terror mission (beginner level).&lt;br /&gt;
&lt;br /&gt;
==Structure of a mission entry==&lt;br /&gt;
&lt;br /&gt;
Each mission has 4 words. With 7 acts on 12 zones these are 672 bytes. E.g. infiltration(3) in Europe(4) would have the offset 3*8+4*(7*8)=0xF8.&lt;br /&gt;
&lt;br /&gt;
 offset	meaning&lt;br /&gt;
 0	ufo-counter on the ufos within the mission (FFFF, the mission is not active)&lt;br /&gt;
 2	sub-ufo-counter used for some missions&lt;br /&gt;
 4	time-counter, 30 minutes to next ufo&lt;br /&gt;
 6	alien race of mission&lt;br /&gt;
&lt;br /&gt;
The race number can be looked up in [[ENGLISH.DAT]] / [[ENGLISH.DAT (TFTD)|(TFTD)]], entries 466-476:&lt;br /&gt;
  	EU		TFTD&lt;br /&gt;
  0	Sectoid		Aquatoid&lt;br /&gt;
  1	Snakeman	Gill Man&lt;br /&gt;
  2	Ethereal	Lobster Man&lt;br /&gt;
  3	Muton		Tasoth&lt;br /&gt;
  4	Floater		Calcinite&lt;br /&gt;
  5	Celatid		Deep One&lt;br /&gt;
  6	Silacoid	Bio-Drone&lt;br /&gt;
  7	Chryssalid	Tentaculat&lt;br /&gt;
  8	Reaper		Triscene&lt;br /&gt;
  9	Sectopod	Hallucinoid&lt;br /&gt;
 10	Cyberdisc	Xarquid&lt;br /&gt;
&lt;br /&gt;
==Timetable of a mission==&lt;br /&gt;
&lt;br /&gt;
When a mission starts, the ufo-counter is set to 0 and the time-counter to some act-depending time. The time-count is reduced every 30 minutes. When 0, an ufo will appear, the ufo-counter (or the sub-counter on some mission) will be increased and a new random time-counter for the new ufo will be set.&lt;br /&gt;
&lt;br /&gt;
===Note on the timing===&lt;br /&gt;
&lt;br /&gt;
Battlescape missions do not affect the scheduling of future UFOs.&lt;br /&gt;
&lt;br /&gt;
UFO appearances are established with a base time period to which a random amount of time derived from the base time is added. The effect is that a UFO arrival will be scheduled 50-150% of the base time. When the mission is created, the first UFO in the mission is spawned when the timer reaches zero. Then the mission entry details are set for the next the next UFO in line and the timer begins counting down again.  &lt;br /&gt;
&lt;br /&gt;
Shooting down a UFO will immediately add 24~224 hours (1~9 days) to the timer for the next UFO in that mission.&lt;br /&gt;
&lt;br /&gt;
A time followed by * denotes an exact non-randomized time of arrival.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
 ufo-c	time-c	ufo-type &lt;br /&gt;
 0/0	150h	s.Scout  &amp;lt;i&amp;gt;(start of game Research mission is 2.5h*.  This is for later ones)&amp;lt;/i&amp;gt;&lt;br /&gt;
 1/0	130h	m.Scout&lt;br /&gt;
 2/0	150h	l.Scout&lt;br /&gt;
 2/1	150h	l.Scout&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	 130h	s.Scout   &lt;br /&gt;
 1/0	 130h	s.Scout&lt;br /&gt;
 2/0	 100h	m.Scout&lt;br /&gt;
 3/0	 130h	l.Scout&lt;br /&gt;
 4/0	 150h	l.Scout&lt;br /&gt;
 5/0	  50h	Harvester&lt;br /&gt;
 6/0	12.5h	Harvester&lt;br /&gt;
 7/0	  25h	Battleship&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	250h	s.Scout&lt;br /&gt;
 1/0	300h	m.Scout&lt;br /&gt;
 2/0	150h	l.Scout&lt;br /&gt;
 3/0	150h	Abductor&lt;br /&gt;
 4/0	  1h	Abductor&lt;br /&gt;
 4/1	  1h	Abductor&lt;br /&gt;
&lt;br /&gt;
===Infiltration===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	275h	s.Scout&lt;br /&gt;
 1/0	250h	m.Scout&lt;br /&gt;
 2/0	230h	m.Scout&lt;br /&gt;
 3/0	150h	l.Scout&lt;br /&gt;
 4/0	  1h	l.Scout&lt;br /&gt;
 5/0	  1h	Terrorship&lt;br /&gt;
 6/0  	  1h	Supply&lt;br /&gt;
 7/0	  1h	Battleship&lt;br /&gt;
 7/1  	  1h	Battleship&lt;br /&gt;
&lt;br /&gt;
===Base===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	225h	s.Scout&lt;br /&gt;
 1/0	250h	m.Scout&lt;br /&gt;
 2/0	1h	l.Scout&lt;br /&gt;
 3/0	1h	Supply   &lt;br /&gt;
 3/1	1h	Supply   &lt;br /&gt;
 4/0	1h	Battleship&lt;br /&gt;
&lt;br /&gt;
===Terror===&lt;br /&gt;
 ufo-c	time-c	 ufo-type&lt;br /&gt;
 0	250h     m.Scout&lt;br /&gt;
 1	160h	 l.Scout&lt;br /&gt;
 2	200h	 Terrorship&lt;br /&gt;
 3	150h	 Terrorship&lt;br /&gt;
&lt;br /&gt;
Landing sites of Terrorships are terror missions, not ground assault missions.  Your radars don&#039;t want to track a Terrorship after it drops off its cargo.  &lt;br /&gt;
&lt;br /&gt;
sub-ufo-c is empirically always 0 for Terror acts.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	50h*    s.Scout&lt;br /&gt;
 1/0	?       m.Scout&lt;br /&gt;
 1/1	32h*	m.Scout (&amp;lt;i&amp;gt;add 146.5h* if 1/0 shot down at first turning point&amp;lt;/i&amp;gt;)&lt;br /&gt;
 2/0	52h*    l.Scout (&amp;lt;i&amp;gt;add 3d if 1/1 shot down at first turning point&amp;lt;/i&amp;gt;)&lt;br /&gt;
 2/1	?	l.Scout&lt;br /&gt;
 2/2	3d	l.Scout (&amp;lt;i&amp;gt;Not always...finally confirmed it could happen, no idea what factors control this one&#039;s existence.&amp;lt;/i&amp;gt;)&lt;br /&gt;
 3/0	2d      Battleship&lt;br /&gt;
 3/1	2d	Battleship&lt;br /&gt;
&lt;br /&gt;
This mission only relates to the aliens attempting to find an unknown XCOM base in a zone.  Once the location of a base is known to the aliens, a special routine in the daily activities section generates the battleship that will attack the base.&lt;br /&gt;
&lt;br /&gt;
A retaliation mission is possibly generated after a successful interception.  The zone the mission is set will be either the location of the interception or the zone of the base from which the interceptor was launched.  The random chance of a mission being generated and the chance of which zone is selected is affected by the difficulty level of the game.&lt;br /&gt;
&lt;br /&gt;
After a certain point in research or after about 9 months of game time, retaliation missions are automatically generated for each zone that contains an XCOM base at the beginning of each game month.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ACTS.DAT]] - Contains actions the Aliens will embark on&lt;br /&gt;
* [[ALIEN.DAT]] - Contains alien activity for graphs&lt;br /&gt;
* [[ZONAL.DAT]] - Contains priorities for alien activities&lt;br /&gt;
* [[UFO Flight Patterns]]&lt;br /&gt;
* [[Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MISSIONS.DAT&amp;diff=87471</id>
		<title>MISSIONS.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MISSIONS.DAT&amp;diff=87471"/>
		<updated>2018-07-31T02:50:02Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Terror */ Added more exact times. Hope these are correct, need to double check against executable yet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;contains counters and race info on the ongoing acts. At the start of the game (beginner level) research in your home zone and terror in a random zone is initiated.  After that each new month you will get two new missions, one of which is a terror mission (beginner level).&lt;br /&gt;
&lt;br /&gt;
==Structure of a mission entry==&lt;br /&gt;
&lt;br /&gt;
Each mission has 4 words. With 7 acts on 12 zones these are 672 bytes. E.g. infiltration(3) in Europe(4) would have the offset 3*8+4*(7*8)=0xF8.&lt;br /&gt;
&lt;br /&gt;
 offset	meaning&lt;br /&gt;
 0	ufo-counter on the ufos within the mission (FFFF, the mission is not active)&lt;br /&gt;
 2	sub-ufo-counter used for some missions&lt;br /&gt;
 4	time-counter, 30 minutes to next ufo&lt;br /&gt;
 6	alien race of mission&lt;br /&gt;
&lt;br /&gt;
The race number can be looked up in [[ENGLISH.DAT]] / [[ENGLISH.DAT (TFTD)|(TFTD)]], entries 466-476:&lt;br /&gt;
  	EU		TFTD&lt;br /&gt;
  0	Sectoid		Aquatoid&lt;br /&gt;
  1	Snakeman	Gill Man&lt;br /&gt;
  2	Ethereal	Lobster Man&lt;br /&gt;
  3	Muton		Tasoth&lt;br /&gt;
  4	Floater		Calcinite&lt;br /&gt;
  5	Celatid		Deep One&lt;br /&gt;
  6	Silacoid	Bio-Drone&lt;br /&gt;
  7	Chryssalid	Tentaculat&lt;br /&gt;
  8	Reaper		Triscene&lt;br /&gt;
  9	Sectopod	Hallucinoid&lt;br /&gt;
 10	Cyberdisc	Xarquid&lt;br /&gt;
&lt;br /&gt;
==Timetable of a mission==&lt;br /&gt;
&lt;br /&gt;
When a mission starts, the ufo-counter is set to 0 and the time-counter to some act-depending time. The time-count is reduced every 30 minutes. When 0, an ufo will appear, the ufo-counter (or the sub-counter on some mission) will be increased and a new random time-counter for the new ufo will be set.&lt;br /&gt;
&lt;br /&gt;
===Note on the timing===&lt;br /&gt;
&lt;br /&gt;
Battlescape missions do not affect the scheduling of future UFOs.&lt;br /&gt;
&lt;br /&gt;
UFO appearances are established with a base time period to which a random amount of time derived from the base time is added. The effect is that a UFO arrival will be scheduled 50-150% of the base time. When the mission is created, the first UFO in the mission is spawned when the timer reaches zero. Then the mission entry details are set for the next the next UFO in line and the timer begins counting down again.  &lt;br /&gt;
&lt;br /&gt;
Shooting down a UFO will immediately add 24~224 hours (1~9 days) to the timer for the next UFO in that mission.&lt;br /&gt;
&lt;br /&gt;
A time followed by * denotes an exact non-randomized time of arrival.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
 ufo-c	time-c	ufo-type &lt;br /&gt;
 0/0	150h	s.Scout  &amp;lt;i&amp;gt;(start of game Research mission is 2.5h*.  This is for later ones)&amp;lt;/i&amp;gt;&lt;br /&gt;
 1/0	130h	m.Scout&lt;br /&gt;
 2/0	150h	l.Scout&lt;br /&gt;
 2/1	150h	l.Scout&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	 130h	s.Scout   &lt;br /&gt;
 1/0	 130h	s.Scout&lt;br /&gt;
 2/0	 100h	m.Scout&lt;br /&gt;
 3/0	 130h	l.Scout&lt;br /&gt;
 4/0	 150h	l.Scout&lt;br /&gt;
 5/0	  50h	Harvester&lt;br /&gt;
 6/0	12.5h	Harvester&lt;br /&gt;
 7/0	  25h	Battleship&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	250h	s.Scout&lt;br /&gt;
 1/0	300h	m.Scout&lt;br /&gt;
 2/0	150h	l.Scout&lt;br /&gt;
 3/0	150h	Abductor&lt;br /&gt;
 4/0	  1h	Abductor&lt;br /&gt;
 4/1	  1h	Abductor&lt;br /&gt;
&lt;br /&gt;
===Infiltration===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	275h	s.Scout&lt;br /&gt;
 1/0	250h	m.Scout&lt;br /&gt;
 2/0	230h	m.Scout&lt;br /&gt;
 3/0	150h	l.Scout&lt;br /&gt;
 4/0	  1h	l.Scout&lt;br /&gt;
 5/0	  1h	Terrorship&lt;br /&gt;
 6/0  	  1h	Supply&lt;br /&gt;
 7/0	  1h	Battleship&lt;br /&gt;
 7/1  	  1h	Battleship&lt;br /&gt;
&lt;br /&gt;
===Base===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	1w	s.Scout&lt;br /&gt;
 1/0	1w	m.Scout&lt;br /&gt;
 2/0	1w	l.Scout&lt;br /&gt;
 3/0	1.5h*	Supply   &lt;br /&gt;
 3/1	1.5h*	Supply   &lt;br /&gt;
 4/0	0.5h*	Battleship&lt;br /&gt;
&lt;br /&gt;
===Terror===&lt;br /&gt;
 ufo-c	time-c	 ufo-type&lt;br /&gt;
 0	250h     m.Scout&lt;br /&gt;
 1	160h	 l.Scout&lt;br /&gt;
 2	200h	 Terrorship&lt;br /&gt;
 3	150h	 Terrorship&lt;br /&gt;
&lt;br /&gt;
Landing sites of Terrorships are terror missions, not ground assault missions.  Your radars don&#039;t want to track a Terrorship after it drops off its cargo.  &lt;br /&gt;
&lt;br /&gt;
sub-ufo-c is empirically always 0 for Terror acts.&lt;br /&gt;
&lt;br /&gt;
===Retaliation===&lt;br /&gt;
 ufo-c	time-c	ufo-type&lt;br /&gt;
 0/0	50h*    s.Scout&lt;br /&gt;
 1/0	?       m.Scout&lt;br /&gt;
 1/1	32h*	m.Scout (&amp;lt;i&amp;gt;add 146.5h* if 1/0 shot down at first turning point&amp;lt;/i&amp;gt;)&lt;br /&gt;
 2/0	52h*    l.Scout (&amp;lt;i&amp;gt;add 3d if 1/1 shot down at first turning point&amp;lt;/i&amp;gt;)&lt;br /&gt;
 2/1	?	l.Scout&lt;br /&gt;
 2/2	3d	l.Scout (&amp;lt;i&amp;gt;Not always...finally confirmed it could happen, no idea what factors control this one&#039;s existence.&amp;lt;/i&amp;gt;)&lt;br /&gt;
 3/0	2d      Battleship&lt;br /&gt;
 3/1	2d	Battleship&lt;br /&gt;
&lt;br /&gt;
This mission only relates to the aliens attempting to find an unknown XCOM base in a zone.  Once the location of a base is known to the aliens, a special routine in the daily activities section generates the battleship that will attack the base.&lt;br /&gt;
&lt;br /&gt;
A retaliation mission is possibly generated after a successful interception.  The zone the mission is set will be either the location of the interception or the zone of the base from which the interceptor was launched.  The random chance of a mission being generated and the chance of which zone is selected is affected by the difficulty level of the game.&lt;br /&gt;
&lt;br /&gt;
After a certain point in research or after about 9 months of game time, retaliation missions are automatically generated for each zone that contains an XCOM base at the beginning of each game month.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ACTS.DAT]] - Contains actions the Aliens will embark on&lt;br /&gt;
* [[ALIEN.DAT]] - Contains alien activity for graphs&lt;br /&gt;
* [[ZONAL.DAT]] - Contains priorities for alien activities&lt;br /&gt;
* [[UFO Flight Patterns]]&lt;br /&gt;
* [[Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Supply&amp;diff=87470</id>
		<title>Alien Supply</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Supply&amp;diff=87470"/>
		<updated>2018-07-31T02:18:10Z</updated>

		<summary type="html">&lt;p&gt;Zombie: Formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Alien Supply.png|thumb|right|Alien Supply mission type.]]&lt;br /&gt;
Once an Alien base is constructed, it is resupplied on a regular basis (approximately every 4 days + 4 hours - or 100 hours) by special [[Supply ship|supply vessels]]. If one of these vessels is detected while landing then it is certain that an Alien base is nearby.&lt;br /&gt;
&lt;br /&gt;
Aliens do not directly [[Scoring#Alien_Scoring|score]] for this mission.&lt;br /&gt;
&lt;br /&gt;
Note that supply ships on supply missions are always at a speed that makes them impossible to shoot down by [[Interceptor]]s, even shortly before landing or after taking off. This means they can only be attacked on the ground unless new aircraft are researched and built. But because supply ships always land, it would be a waste of [[Elerium]] to shoot them down. Your new aircraft will need some for the interception, yet the Elerium in the supply ship [[UFO_Crash_Recovery#Supply_Ship|is usually destroyed]] by shooting it down.&lt;br /&gt;
&lt;br /&gt;
Piracy time. You may want to let the Alien base exist, just for millions of dollars plundered from the Supply &amp;quot;Blimps&amp;quot;. Arrrrrr, avast ye Space-Lubbers!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Base Farming]]&lt;br /&gt;
{{Alien Missions Navbar}}&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Supply&amp;diff=87469</id>
		<title>Alien Supply</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Supply&amp;diff=87469"/>
		<updated>2018-07-31T02:17:27Z</updated>

		<summary type="html">&lt;p&gt;Zombie: Added some info on duration between supply ship missions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Alien Supply.png|thumb|right|Alien Supply mission type.]]&lt;br /&gt;
Once an Alien base is constructed, it is resupplied on a regular basis (approximately every 4days, 4 hours - or 100 hours) by special [[Supply ship|supply vessels]]. If one of these vessels is detected while landing then it is certain that an Alien base is nearby.&lt;br /&gt;
&lt;br /&gt;
Aliens do not directly [[Scoring#Alien_Scoring|score]] for this mission.&lt;br /&gt;
&lt;br /&gt;
Note that supply ships on supply missions are always at a speed that makes them impossible to shoot down by [[Interceptor]]s, even shortly before landing or after taking off. This means they can only be attacked on the ground unless new aircraft are researched and built. But because supply ships always land, it would be a waste of [[Elerium]] to shoot them down. Your new aircraft will need some for the interception, yet the Elerium in the supply ship [[UFO_Crash_Recovery#Supply_Ship|is usually destroyed]] by shooting it down.&lt;br /&gt;
&lt;br /&gt;
Piracy time. You may want to let the Alien base exist, just for millions of dollars plundered from the Supply &amp;quot;Blimps&amp;quot;. Arrrrrr, avast ye Space-Lubbers!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Base Farming]]&lt;br /&gt;
{{Alien Missions Navbar}}&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MediaWiki:Sidebar&amp;diff=85541</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MediaWiki:Sidebar&amp;diff=85541"/>
		<updated>2018-02-22T06:39:04Z</updated>

		<summary type="html">&lt;p&gt;Zombie: Updated link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Navigation&lt;br /&gt;
** mainpage|mainpage&lt;br /&gt;
** portal-url|portal&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** helppage|help&lt;br /&gt;
* Games&lt;br /&gt;
** X-COM|Enemy Unknown (1994)&lt;br /&gt;
** TFTD|Terror From The Deep&lt;br /&gt;
** Apocalypse|Apocalypse&lt;br /&gt;
** Enemy Unknown (EU2012)|Enemy Unknown (2012)&lt;br /&gt;
** The Bureau: XCOM Declassified|The Bureau&lt;br /&gt;
** XCOM2|XCOM 2&lt;br /&gt;
* Featured Projects&lt;br /&gt;
** UFO2000|UFO2000&lt;br /&gt;
** OpenXcom|OpenXcom&lt;br /&gt;
** OpenApoc|OpenApoc&lt;br /&gt;
** UFO:AI|UFO:AI&lt;br /&gt;
** Long War|Long War&lt;br /&gt;
** Long_War_2|Long War 2&lt;br /&gt;
*Forums&lt;br /&gt;
**http://www.strategycore.co.uk/forums/forum/96-ufopaediaorg/ |Ufopaedia forum&lt;br /&gt;
**http://forums.2kgames.com/forumdisplay.php?75-XCOM |2K&#039;s XCOM forums&lt;br /&gt;
**http://www.reddit.com/r/Xcom/ |Reddit X-COM&lt;br /&gt;
**Forums | Other Forums&lt;br /&gt;
*Languages&lt;br /&gt;
**Pagina Principal|Español (Spanish)&lt;br /&gt;
**Главная страница|Русский (Russian)&lt;br /&gt;
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**메인_페이지|한국어 (Korean)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Incendiary&amp;diff=85405</id>
		<title>Incendiary</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Incendiary&amp;diff=85405"/>
		<updated>2017-12-10T20:36:43Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Light */ Obstacles can hide in dark corners of a map? ;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fire_ground.gif|Ground Fire Animation]] [[Image:Fire_unit.gif|Unit Fire Animation]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Incendiary]]&#039;&#039;&#039; (IN) ammunition creates a large area of &#039;&#039;&#039;fire&#039;&#039;&#039; on the [[battlescape]] equal to its [[#Blast Diameter|blast diameter]].  Incendiary rounds will burn for two turns on non-flammable terrain.  Flammable terrain will burn for longer, and the fire is likely to spread to any adjacent flammable tiles.  Aliens and unarmored X-COM agents can catch fire as well.&lt;br /&gt;
&lt;br /&gt;
Incendiary rounds do very little direct damage -- between 0 and 10 points per hit -- but continue to do damage every turn that a unit is in fire or on fire.  Due to the &amp;quot;[[Known_Bugs#Funky_Fire|funky fire]]&amp;quot; bug, units in or on fire will also take damage every time an incendiary round goes of &#039;&#039;anywhere&#039;&#039; on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
Incendiary rounds are available for the following weapons:&lt;br /&gt;
&lt;br /&gt;
*[[Auto-Cannon]]&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Rocket Launcher]]&lt;br /&gt;
&lt;br /&gt;
Some tiles may already be on fire at the start of the mission if the [[UFO Crash Recovery|UFO crashed]].&lt;br /&gt;
&lt;br /&gt;
== Blast Diameter ==&lt;br /&gt;
&lt;br /&gt;
*Auto-Cannon incendiary rounds have a blast diameter of 5 tiles; note that the southern tip of the &amp;quot;diamond&amp;quot; will always be missing.&lt;br /&gt;
*Heavy Cannon incendiary rounds have a blast diameter of 7 tiles.&lt;br /&gt;
*Incendiary rockets have a blast diameter of 9 tiles.&lt;br /&gt;
&lt;br /&gt;
                               X&lt;br /&gt;
                X           XXXXXXX&lt;br /&gt;
   X          XXXXX         XXXXXXX&lt;br /&gt;
  XXX         XXXXX         XXXXXXX&lt;br /&gt;
 XXXXX       XXXXXXX       XXXXXXXXX&lt;br /&gt;
  XXX         XXXXX         XXXXXXX&lt;br /&gt;
   X          XXXXX         XXXXXXX&lt;br /&gt;
                X           XXXXXXX&lt;br /&gt;
                               X&lt;br /&gt;
 &lt;br /&gt;
 AC-IN        HC-IN          RL-IN&lt;br /&gt;
&lt;br /&gt;
==Smoke==&lt;br /&gt;
[[Image:Smoke1.gif]] [[Image:Smoke2.gif]] [[Image:Smoke3.gif]]&lt;br /&gt;
A burning fire can also be used as an impromptu smoke screen. No smoke appears immediately, but smoke will appear outside the edges of the fire, as the fire slowly spreads in subsequent turns. The smoke begins on the first turn after the turn the incendiary round is fired. The smoke will spread vertically (upwards) as well as laterally. Smoke can block [[Line_of_sight|line of sight]].&lt;br /&gt;
&lt;br /&gt;
==Light== &lt;br /&gt;
[[File:FlarePattern.png|thumb|right|A single square of fire will illuminate the area within the grey line.]]&lt;br /&gt;
Fire not only damages obstacles and aliens hiding in dark corners of the map, but also illuminates the area for several turns. This is especially useful during [[Night Missions]].&lt;br /&gt;
&lt;br /&gt;
Any tile on fire will provide illumination within a 9 tile radius.  A large patch of fire will illuminate everything within 9 tiles of the outer edge of the fire.  Curiously, aliens on fire do not provide illumination.  Maybe they&#039;re [http://firecritic.com/2010/12/firefighters-guide-to-invisible-fire-otherwise-known-as-ethanol-fires/ made of ethanol] or something.&lt;br /&gt;
&lt;br /&gt;
==Damage== &lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;Incendiary damage mechanics are not fully understood and are being re-investigated by [[User:Zombie|Zombie]]. The information below is part of the picture but not the completely accurate picture. Treat with caution! More discussion is on the [[Talk:Incendiary|Talk page]].&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Brush and wood on fire will eventually be consumed, leaving a flat scorched-earth [[MCD|tile]]. &lt;br /&gt;
&lt;br /&gt;
* If a [[Zombie]] is killed by the explosive impact of any form of Incendiary munitions, the [[Chryssalid]] larva will be burnt up instead of hatching. However, Zombies have high [[Alien Stats|hit points]] and will have to be near death to be killed by an IN round, per se.&lt;br /&gt;
&lt;br /&gt;
* UFO interiors and dropped items are fireproof, even if their owners aren&#039;t. Silverblade recommends combining this fact with the diagonal wall bug and an incendiary rocket to roast them in the shell.&lt;br /&gt;
&lt;br /&gt;
* Damage caused by fire does not alter [[Morale]] level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; forms of manufactured X-COM armor will completely block the effects of fire -- including direct hits from incendiary rounds. Soldiers not wearing armor take [[Health]] damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldiers wearing armour, if wounded, can die from spreading fire.&#039;&#039;&#039;  Apparently if the damage the fire would inflict exceeds the soldier&#039;s remaining [[health]], the soldier will die.  If the damage is not enough to kill the soldier that turn, no damage will be inflicted.  This bug only applies to &#039;&#039;spreading&#039;&#039; fire, and will not affect a wounded soldier already standing in fire.&lt;br /&gt;
&lt;br /&gt;
* Certain creatures take increased or decreased [[Damage#Damage_Modifiers|damage]] from incendiary rounds:&lt;br /&gt;
**More Vulnerable:&lt;br /&gt;
***170% - [[Reaper]]         &lt;br /&gt;
**Less Vulnerable:&lt;br /&gt;
***80% - Chryssalid     &lt;br /&gt;
***70% - [[Ethereal]], [[Snakeman]]       &lt;br /&gt;
***40% - [[Heavy Weapons Platforms|Tanks/Hovertanks]]          &lt;br /&gt;
*** 0% - [[Silacoid]] (rocks don&#039;t burn!)&lt;br /&gt;
&lt;br /&gt;
* Initial &amp;quot;impact&amp;quot; damage from incendiary ammunition is either for no points (unit does not catch fire), or between 5-10 points (unit catches fire). Since the distribution is randomly chosen from the set [ 0, 5, 6, 7, 8, 9, 10 ] (seven values), the probability of remaining unharmed is 14% (1/7), while there is an 86% chance (6/7) a unit will take some damage. The average damage is 6.4.&lt;br /&gt;
&lt;br /&gt;
* Units standing in a blaze (as opposed to being on fire themselves) will receive between 1-12 damage points, most likely determined by the flammability rating of their tile ([[MCD]] offset 45). The chance of catching fire is determined by an if-then statement: IF Random(100)&amp;lt;40*Damage Modifier/100 THEN Catch Fire. So for example, a normal unarmored soldier (with a damage modifier to IN=100) has a probability of catching fire of: Random(100)&amp;lt;40*100/100 = Random(100)&amp;lt;40 which means that rookie will catch fire 40% of the time. From a previous 6000+ trial conducted by [[User:Zombie|Zombie]] soldiers have a 33% chance of catching fire. It&#039;s unknown why these numbers don&#039;t match, but it&#039;s possible the sample size was still too small.&lt;br /&gt;
&lt;br /&gt;
* Once lit, units burn for a slightly random amount of time, taking 5-10 damage points each turn. (If units fall unconscious, they do not continue to burn.) Thus the average total damage is 21.5 points (3 x 7.5), but could be as high as 50. Compare that [[Alien Stats|alien health values]] range from 30 to 120... it can kill or seriously damage Sectoids, Floaters (if on ground!), and maybe Snakemen, but barely warms up [[Muton|Mutons]]. [[Terror Units|Terrorists]] are hardly touched (but now you might have their attention). Unsurprisingly, the equation used to determine how long a unit will remain on fire depends on the damage modifier of the unit in question: MaxTime=5*Damage Modifier/100, Duration=Random(MaxTime). So for example, if a tank (damage modifier to IN=40) catches fire it will remain lit for MaxTime=5*40/100=2; Duration=Random(2) or 1-2  turns.&lt;br /&gt;
&lt;br /&gt;
* Smoke does not snuff out units on fire.&lt;br /&gt;
&lt;br /&gt;
* Ultimately, in comparison with other ammo types, incendiary ammo is both weak and slow. Most of the time you will want to use it for other purposes (light, blocking LOS, clearing areas) and consider any damage a plus. However, it can be particularly effective against Sectoids - so have plenty of IN for your early-game missions. Barbecue spits are optional.&lt;br /&gt;
&lt;br /&gt;
==Spreading==&lt;br /&gt;
Fires can spread one tile in every direction, in ideal conditions (such as wheat fields and haylofts). However, since [[Battlescape_Map_Generation|no map]] is a pure wheat field and many tile types are unlikely to burn, they eventually go out.&lt;br /&gt;
&lt;br /&gt;
Unarmored soldiers can walk through fire unscathed, but don&#039;t be left standing on &#039;&#039;&#039;&#039;&#039;or next to&#039;&#039;&#039;&#039;&#039; a burning tile at the end of the turn. That&#039;s when the fire-spreading code runs. Incendiaries also restrict alien movement; they, too, try to avoid fire.&lt;br /&gt;
&lt;br /&gt;
Explosives (any weapon with [[damage]] type [[Explosives|HE]]) can start fires, particularly in mountains (due to a [[Explosives#Mile-High_Madness|bug]]). Copious use of explosives on thick cover can flush out the enemy - but you have an [[Managing_the_Item_Limit|80-item limit]].&lt;br /&gt;
&lt;br /&gt;
Explosives will not put out fires, per se. You can directly destroy tile flammability via [[Explosives#Tile_Characteristics|explosives]] so that areas can&#039;t burn (or stop burning), but it&#039;s tricky. (How accurate is your [[Throwing_Accuracy|throwing]]?) In theory, it&#039;s possible for your team to corral or even direct flames, but how many folks have tried this? Please put any good war stories along these lines on this page&#039;s Discussion.&lt;br /&gt;
&lt;br /&gt;
==Quirks, Tips, And Tricks==&lt;br /&gt;
XCOM makes a brave attempt to model fire. However, there are some quirks:&lt;br /&gt;
&lt;br /&gt;
*If a unit (alien or friendly) is on fire or standing in flames, an incendiary explosion &#039;&#039;anywhere else on the map&#039;&#039; will damage it, even if you just shoot an IN round at a random patch of ground.&lt;br /&gt;
&lt;br /&gt;
*Friendly units standing in &#039;&#039;&#039;smoke&#039;&#039;&#039; will take &#039;&#039;&#039;STUN&#039;&#039;&#039; damage every time an incendiary round explodes, &#039;&#039;&#039;even if armored.&#039;&#039;&#039; Alien units are not affected (needs further testing).&lt;br /&gt;
&lt;br /&gt;
*Aliens not facing you will not respond with reaction fire when hit (directly or indirectly) by an incendiary round (see [[Reaction fire triggers]]).&lt;br /&gt;
&lt;br /&gt;
* Smoke and flames do not mix. Only one type may exist on a particular tile on a particular turn. To quickly smother a blaze simply drop a primed [[Smoke Grenade]] in the center. This is a fairly useful trick for unarmored soldiers who want to safely cross a blaze without waiting for it to burn out by itself. But remember, you can cross a blaze safely - just don&#039;t stop in or next to one.&lt;br /&gt;
&lt;br /&gt;
*There is an upper limit to how many squares can be on fire or in smoke (400 squares total for both). Once you have a good sized blaze going (forest fire, anyone?) further incendiary rounds will seem to fizzle, because no more fire can be created. Impact damage will still be dealt and units can still be set on fire. Still, existing smoke-covered tiles can be turned into fire instead of smoke, and vice versa. &lt;br /&gt;
&lt;br /&gt;
*The damage values listed in the [[UFOpaedia]] do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames. Fire is unlike other damage; it works at initial blast and then over time, as described above.&lt;br /&gt;
&lt;br /&gt;
*Shots made with IN rounds never count as &amp;quot;hitting&amp;quot; for the purposes of firing accuracy [[experience]], but reaction shots are counted and can go towards better reaction stats. &lt;br /&gt;
&lt;br /&gt;
*Incendiary rounds (and other forms of fire) do not damage valuable equipment/loot; even corpses will not burn.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Thermic_Lance&amp;diff=84620</id>
		<title>Talk:Heavy Thermic Lance</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Thermic_Lance&amp;diff=84620"/>
		<updated>2017-04-13T03:47:03Z</updated>

		<summary type="html">&lt;p&gt;Zombie: Question about usage notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NKF, you win.  Your description made me laugh twice. [[User:Arrow Quivershaft|Arrow Quivershaft]] 11:38, 13 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Technically I&#039;m borrowing ideas I&#039;ve read elsewhere - or think I&#039;ve read. Still, I almost couldn&#039;t complete it. I was laughing my own head off while writing it... -[[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
Hey Spike, you might want to place a warning about weight on the drill articles. It got me screwed more times than I can remember. [[User:Muton commander|Muton commander]] 22:08, 2 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Initial research on the operational use of the Heavy Thermic Lance hit a standstill. It was a problem that baffled even the boffins. No one could get it to operate. Of course, with some &amp;lt;span style=&amp;quot;text-decoration:line-through;&amp;quot;&amp;gt;excruciatingly painful torture procedures&amp;lt;/span&amp;gt; helpful guidance from a representative of the [[Gillman]] race (that shall remain anonymous), this stumbling block with the triggering mechanism was removed. Who was to know they mis-assembled the trigger so that you had to push it the other way? &lt;br /&gt;
&lt;br /&gt;
On a lesser note, funding for an under-slung butter and salt dispenser and utensil storage was declined. The loss in profit from not being able to sell prime lobster meat to the highest bidders was just too high to justify a free gourmet after-battle meal for the ground troops.&lt;br /&gt;
&lt;br /&gt;
: Guys, you sure about this? All the guides say you can just research Heavy Thermic Lance right after you research thermic lance, you sure you need to interrogate a Live Gillman to get this? [[User:Jasonred|Jasonred]] 08:00, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
This could have been confusion with the Thermic Lance. You need a Calcinite corpse for the Vibro Blade, then a Gillman corpse for the Thermic Lance. After this I never needed anything else to get the HTL. --[[User:Zombie|Zombie]] 08:35, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll edit the main article to reflect this then... [[User:Jasonred|Jasonred]] 11:12, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::What&#039;s wrong with a bit of flavor text?  I always liked that line, and what&#039;s to say they didn&#039;t get the info from the same Gillman? :) [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:41, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::I dunno, I like flavour text but people keep editting it out telling me the UFOpedia should be serious. In any case, that line is &amp;lt;b&amp;gt;misleading&amp;lt;/b&amp;gt;. It implies that you must research a live gillmen before you can research Heavy Thermic Lance. TFTD already has a very messed up research tree, with more than 1 version of it IIRC, so that line confused even me... I thought my memory was playing tricks on me or something. [[User:Jasonred|Jasonred]] 03:47, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: Funny&#039;s funny, but we do have to maintain accuracy too - which we&#039;ve been trying to do lately. Adding to the canon on the other hand is Field Manual territory. &lt;br /&gt;
&lt;br /&gt;
:: My recollection on how the drills became available beyond the Vibroblade is a little different, so I&#039;ll need to run a few different test scenarios to be sure. Such as having a gill-man or gill-man corpse researched before the drills. Gill man/gill man corpse after the Vibroblade when there aren&#039;t any Thermic lances in storage, then getting some in. Thermic lance when there aren&#039;t any Heavy Thermic lances in storage. Etc. -[[User:NKF|NKF]] 04:43, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage notes a bit misleading ==&lt;br /&gt;
&lt;br /&gt;
Using the Least Common Multiple (or LCM) is indeed a way to compare the three drills as the 60% TU cost of each are divisible, but it&#039;s also a little bit misleading. When I think of how much damage each drill can muster, I think of it in terms of a full round, not 60% of it. True, the Thermic Lance&#039;s 15% TU cost isn&#039;t a multiple of 100 (a full turn), but that extra 2/3 of a use is a realistic thing to drop. What does everyone think? --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 03:47, 13 April 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BIGOBS.PCK&amp;diff=83932</id>
		<title>BIGOBS.PCK</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BIGOBS.PCK&amp;diff=83932"/>
		<updated>2017-02-19T22:07:30Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Details */ A little more info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
Contains all the large Battlescape graphics for what is held in each hand. They have size 32x48.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Contains 57 (0-56) objects.&lt;br /&gt;
&lt;br /&gt;
[[File:BIGOBS.png|thumb|All BIGOBS in one picture|300px|right]]&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Index !! Object !! Index !! Object !! Index !! Object&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;00/x00&amp;lt;/b&amp;gt; || Laser Rifle || &amp;lt;b&amp;gt;19/x13&amp;lt;/b&amp;gt; || Grenade || &amp;lt;b&amp;gt;38/x26&amp;lt;/b&amp;gt; || Stun Bomb&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;01/x01&amp;lt;/b&amp;gt; || Rifle || &amp;lt;b&amp;gt;20/x14&amp;lt;/b&amp;gt; || Smoke Grenade || &amp;lt;b&amp;gt;39/x27&amp;lt;/b&amp;gt; || Alien Grenade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;02/x02&amp;lt;/b&amp;gt; || Rifle Clip || &amp;lt;b&amp;gt;21/x15&amp;lt;/b&amp;gt; || Proximity Grenade || &amp;lt;b&amp;gt;40/x28&amp;lt;/b&amp;gt; || Hovertank Turret&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;03/x03&amp;lt;/b&amp;gt; || Pistol || &amp;lt;b&amp;gt;22/x16&amp;lt;/b&amp;gt; || High Explosive || &amp;lt;b&amp;gt;41/x29&amp;lt;/b&amp;gt; || Plasma Rifle Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;04/x04&amp;lt;/b&amp;gt; || Pistol Clip || &amp;lt;b&amp;gt;23/x17&amp;lt;/b&amp;gt; || Motion Scanner || &amp;lt;b&amp;gt;42/x2A&amp;lt;/b&amp;gt; || Tank/Rocket Launcher Turret&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;05/x05&amp;lt;/b&amp;gt; || Laser Pistol || &amp;lt;b&amp;gt;24/x18&amp;lt;/b&amp;gt; || Medi-Kit || &amp;lt;b&amp;gt;43/x2B&amp;lt;/b&amp;gt; || Tank/Cannon Turret&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;06/x06&amp;lt;/b&amp;gt; || Heavy Laser || &amp;lt;b&amp;gt;25/x19&amp;lt;/b&amp;gt; || Heavy Plasma Clip || &amp;lt;b&amp;gt;44/x2C&amp;lt;/b&amp;gt; || Power/Flying-Suited Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;07/x07&amp;lt;/b&amp;gt; || Auto-Cannon || &amp;lt;b&amp;gt;26/x1A&amp;lt;/b&amp;gt; || Stun Rod || &amp;lt;b&amp;gt;45/x2D&amp;lt;/b&amp;gt; || Soldier Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;08/x08&amp;lt;/b&amp;gt; || Auto-Cannon AP-Ammo || &amp;lt;b&amp;gt;27/x1B&amp;lt;/b&amp;gt; || &#039;&#039;Un-used Grenade&#039;&#039;* || &amp;lt;b&amp;gt;46/x2E&amp;lt;/b&amp;gt; || Sectoid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;09/x09&amp;lt;/b&amp;gt; || Auto-Cannon HE-Ammo || &amp;lt;b&amp;gt;28/x1C&amp;lt;/b&amp;gt; || Personal-Armoured Corpse || &amp;lt;b&amp;gt;47/x2F&amp;lt;/b&amp;gt; || Celatid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;10/x0A&amp;lt;/b&amp;gt; || Auto-Cannon I-Ammo || &amp;lt;b&amp;gt;29/x1D&amp;lt;/b&amp;gt; || Mind Probe || &amp;lt;b&amp;gt;48/x30&amp;lt;/b&amp;gt; || Muton Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;11/x0B&amp;lt;/b&amp;gt; || Heavy Cannon || &amp;lt;b&amp;gt;30/x1E&amp;lt;/b&amp;gt; || Heavy Plasma || &amp;lt;b&amp;gt;49/x31&amp;lt;/b&amp;gt; || Ethereal Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;12/x0C&amp;lt;/b&amp;gt; || Heavy Cannon AP-Ammo || &amp;lt;b&amp;gt;31/x1F&amp;lt;/b&amp;gt; || Plasma Rifle || &amp;lt;b&amp;gt;50/x32&amp;lt;/b&amp;gt; || Snakeman Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;13/x0D&amp;lt;/b&amp;gt; || Heavy Cannon HE-Ammo || &amp;lt;b&amp;gt;32/x20&amp;lt;/b&amp;gt; || Plasma Pistol || &amp;lt;b&amp;gt;51/x33&amp;lt;/b&amp;gt; || Silacoid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;14/x0E&amp;lt;/b&amp;gt; || Heavy Cannon I-Ammo || &amp;lt;b&amp;gt;33/x21&amp;lt;/b&amp;gt; || Psi-Amp || &amp;lt;b&amp;gt;52/x34&amp;lt;/b&amp;gt; || Floater Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;15/x0F&amp;lt;/b&amp;gt; || Rocket Launcher  || &amp;lt;b&amp;gt;34/x22&amp;lt;/b&amp;gt; || Plasma Pistol Clip || &amp;lt;b&amp;gt;53/x35&amp;lt;/b&amp;gt; || Chryssalid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;16/x10&amp;lt;/b&amp;gt; || Small Rocket || &amp;lt;b&amp;gt;35/x23&amp;lt;/b&amp;gt; || Blaster Launcher || &amp;lt;b&amp;gt;54/x36&amp;lt;/b&amp;gt; || Tank/Laser Turret&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;17/x11&amp;lt;/b&amp;gt; || Large Rocket || &amp;lt;b&amp;gt;36/x24&amp;lt;/b&amp;gt; || Blaster Bomb || &amp;lt;b&amp;gt;55/x37&amp;lt;/b&amp;gt; || Electroflare&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;18/x12&amp;lt;/b&amp;gt; || Incendiary Rocket || &amp;lt;b&amp;gt;37/x25&amp;lt;/b&amp;gt; || Small Launcher || &amp;lt;b&amp;gt;56/x38&amp;lt;/b&amp;gt; || Elerium-115&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This was supposedly a Stun Grenade of some sort which was never fully implemented. Called &#039;&#039;GAS GRENADE&#039;&#039; in the dev comments.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS00.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS01.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS02.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS03.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS04.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS05.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS06.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS07.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS08.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS09.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS10.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS11.GIF]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS12.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS13.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS14.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS15.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS16.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS17.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS18.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS19.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS20.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS21.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS22.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS23.GIF]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS24.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS25.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS26.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS27.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS28.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS29.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS30.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS31.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS32.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS33.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS34.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS35.GIF]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS36.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS37.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS38.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS39.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS40.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS41.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS42.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS43.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS44.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS45.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS46.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS47.GIF]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS48.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS49.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS50.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS51.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS52.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS53.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS54.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS55.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS56.GIF]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[OBDATA.DAT]]&lt;br /&gt;
* [[UNITS]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BIGOBS.PCK&amp;diff=83931</id>
		<title>BIGOBS.PCK</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BIGOBS.PCK&amp;diff=83931"/>
		<updated>2017-02-19T21:00:46Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Details */ For some reason this tag wasn&amp;#039;t closed. Fixed now!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
Contains all the large Battlescape graphics for what is held in each hand. They have size 32x48.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Contains 57 (0-56) objects.&lt;br /&gt;
&lt;br /&gt;
[[File:BIGOBS.png|thumb|All BIGOBS in one picture|300px|right]]&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Index !! Object !! Index !! Object !! Index !! Object&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;00/x00&amp;lt;/b&amp;gt; || Laser Rifle || &amp;lt;b&amp;gt;19/x13&amp;lt;/b&amp;gt; || Grenade || &amp;lt;b&amp;gt;38/x26&amp;lt;/b&amp;gt; || Stun Bomb&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;01/x01&amp;lt;/b&amp;gt; || Rifle || &amp;lt;b&amp;gt;20/x14&amp;lt;/b&amp;gt; || Smoke Grenade || &amp;lt;b&amp;gt;39/x27&amp;lt;/b&amp;gt; || Alien Grenade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;02/x02&amp;lt;/b&amp;gt; || Rifle Clip || &amp;lt;b&amp;gt;21/x15&amp;lt;/b&amp;gt; || Proximity Grenade || &amp;lt;b&amp;gt;40/x28&amp;lt;/b&amp;gt; || Hovertank Turret&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;03/x03&amp;lt;/b&amp;gt; || Pistol || &amp;lt;b&amp;gt;22/x16&amp;lt;/b&amp;gt; || High Explosive || &amp;lt;b&amp;gt;41/x29&amp;lt;/b&amp;gt; || Plasma Rifle Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;04/x04&amp;lt;/b&amp;gt; || Pistol Clip || &amp;lt;b&amp;gt;23/x17&amp;lt;/b&amp;gt; || Motion Scanner || &amp;lt;b&amp;gt;42/x2A&amp;lt;/b&amp;gt; || Tank/Rocket Launcher Turret&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;05/x05&amp;lt;/b&amp;gt; || Laser Pistol || &amp;lt;b&amp;gt;24/x18&amp;lt;/b&amp;gt; || Medi-Kit || &amp;lt;b&amp;gt;43/x2B&amp;lt;/b&amp;gt; || Tank/Cannon Turret&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;06/x06&amp;lt;/b&amp;gt; || Heavy Laser || &amp;lt;b&amp;gt;25/x19&amp;lt;/b&amp;gt; || Heavy Plasma Clip || &amp;lt;b&amp;gt;44/x2C&amp;lt;/b&amp;gt; || Power/Flying-Suited Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;07/x07&amp;lt;/b&amp;gt; || Auto-Cannon || &amp;lt;b&amp;gt;26/x1A&amp;lt;/b&amp;gt; || Stun Rod || &amp;lt;b&amp;gt;45/x2D&amp;lt;/b&amp;gt; || Soldier Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;08/x08&amp;lt;/b&amp;gt; || Auto-Cannon AP-Ammo || &amp;lt;b&amp;gt;27/x1B&amp;lt;/b&amp;gt; || &#039;&#039;Un-used Grenade&#039;&#039;* || &amp;lt;b&amp;gt;46/x2E&amp;lt;/b&amp;gt; || Sectoid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;09/x09&amp;lt;/b&amp;gt; || Auto-Cannon HE-Ammo || &amp;lt;b&amp;gt;28/x1C&amp;lt;/b&amp;gt; || Personal-Armoured Corpse || &amp;lt;b&amp;gt;47/x2F&amp;lt;/b&amp;gt; || Celatid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;10/x0A&amp;lt;/b&amp;gt; || Auto-Cannon I-Ammo || &amp;lt;b&amp;gt;29/x1D&amp;lt;/b&amp;gt; || Mind Probe || &amp;lt;b&amp;gt;48/x30&amp;lt;/b&amp;gt; || Muton Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;11/x0B&amp;lt;/b&amp;gt; || Heavy Cannon || &amp;lt;b&amp;gt;30/x1E&amp;lt;/b&amp;gt; || Heavy Plasma || &amp;lt;b&amp;gt;49/x31&amp;lt;/b&amp;gt; || Ethereal Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;12/x0C&amp;lt;/b&amp;gt; || Heavy Cannon AP-Ammo || &amp;lt;b&amp;gt;31/x1F&amp;lt;/b&amp;gt; || Plasma Rifle || &amp;lt;b&amp;gt;50/x32&amp;lt;/b&amp;gt; || Snakeman Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;13/x0D&amp;lt;/b&amp;gt; || Heavy Cannon HE-Ammo || &amp;lt;b&amp;gt;32/x20&amp;lt;/b&amp;gt; || Plasma Pistol || &amp;lt;b&amp;gt;51/x33&amp;lt;/b&amp;gt; || Silacoid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;14/x0E&amp;lt;/b&amp;gt; || Heavy Cannon I-Ammo || &amp;lt;b&amp;gt;33/x21&amp;lt;/b&amp;gt; || Psi-Amp || &amp;lt;b&amp;gt;52/x34&amp;lt;/b&amp;gt; || Floater Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;15/x0F&amp;lt;/b&amp;gt; || Rocket Launcher  || &amp;lt;b&amp;gt;34/x22&amp;lt;/b&amp;gt; || Plasma Pistol Clip || &amp;lt;b&amp;gt;53/x35&amp;lt;/b&amp;gt; || Chryssalid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;16/x10&amp;lt;/b&amp;gt; || Small Rocket || &amp;lt;b&amp;gt;35/x23&amp;lt;/b&amp;gt; || Blaster Launcher || &amp;lt;b&amp;gt;54/x36&amp;lt;/b&amp;gt; || Tank/Laser Turret&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;17/x11&amp;lt;/b&amp;gt; || Large Rocket || &amp;lt;b&amp;gt;36/x24&amp;lt;/b&amp;gt; || Blaster Bomb || &amp;lt;b&amp;gt;55/x37&amp;lt;/b&amp;gt; || Electroflare&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;18/x12&amp;lt;/b&amp;gt; || Incendiary Rocket || &amp;lt;b&amp;gt;37/x25&amp;lt;/b&amp;gt; || Small Launcher || &amp;lt;b&amp;gt;56/x38&amp;lt;/b&amp;gt; || Elerium-115&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This was supposedly a Stun Grenade of some sort which was never fully implemented.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS00.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS01.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS02.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS03.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS04.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS05.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS06.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS07.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS08.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS09.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS10.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS11.GIF]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS12.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS13.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS14.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS15.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS16.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS17.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS18.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS19.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS20.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS21.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS22.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS23.GIF]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS24.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS25.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS26.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS27.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS28.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS29.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS30.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS31.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS32.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS33.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS34.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS35.GIF]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS36.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS37.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS38.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS39.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS40.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS41.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS42.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS43.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS44.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS45.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS46.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS47.GIF]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS48.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS49.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS50.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS51.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS52.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS53.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS54.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS55.GIF]]&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;[[Image:BIGOBS56.GIF]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[OBDATA.DAT]]&lt;br /&gt;
* [[UNITS]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hiring/firing&amp;diff=72765</id>
		<title>Hiring/firing</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hiring/firing&amp;diff=72765"/>
		<updated>2016-10-21T05:51:16Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Aircraft */ Minor rewording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*You can only have a maximum of 250 soldiers. This includes new recruits (not yet shown up) and soldiers in transit between bases.&lt;br /&gt;
*New soldiers cost $40,000, while their monthly salary is half that price, or $20,000. If you have the full 250 soldiers, they&#039;re costing you $5M/month.&lt;br /&gt;
*Sacking a soldier costs nothing. To do so, make sure the soldiers name is listed in the Sell/Sack screen. If it is not there, the soldier is probably loaded on a transport ship. &lt;br /&gt;
*It takes 72 hours (3 days) for new recruits to show up. Once at a base, it takes anywhere from 6 to 16 hours to transfer between bases, dependent entirely on distance. The minimum transfer time is guaranteed even if both of your bases are stacked right on top of each other. The cost to transfer soldiers is free, regardless if they are wearing armor.&lt;br /&gt;
*Statistics and names of new recruits are always randomly generated. See [[Raw recruit statistical likelihood|recruit statistics]] for more info, including the probability of getting the perfect soldier.&lt;br /&gt;
*A soldier&#039;s armor stays with them, including if they are transferred or fired. So it is &amp;lt;b&amp;gt;LOST&amp;lt;/b&amp;gt; if you fire them when they have on armor. This is the only item that stays with a soldier. Armor can be seen/changed on the Soldier tab, or under Equip Craft.&lt;br /&gt;
*Only 100 items can be in transit (transferred between bases) in total at any given time. &amp;quot;Items&amp;quot; here means line items; one transfer of 200 Elerium counts as one line item. Soldiers (including new recruits) each count as one item. So, in the endgame, if you want to hire a ton of new recruits for high-psi screening at the beginning of a month, you can only have 100 on the way at a time. This leads to a theoretical max of 1,000 soldiers per month if you&#039;re doing high-volume screening (3 days for 100 soldiers; 30 days per month). Do routine inter-base transfers before hiring huge batches, because they will hog your transfer queue for 3 days.&lt;br /&gt;
==Scientist Costs==&lt;br /&gt;
&lt;br /&gt;
Scientist cost $60K each in the first month to hire, plus $30K/month thereafter in salary. They also need Laboratories to work in and Living Quarters to live in. Assuming you have Scientists on-staff in blocks of 50, including Lab rental and Living Quarters rental, each Scientist costs $1.54M/50 per month. As a good approximation, a full Lab costs $50K per day to run. In other words, every research day costs about $1K. As most of the cost (97%) is per-Scientist salaries, it&#039;s a good approximation even if your Labs are far from fully utilised.&lt;br /&gt;
&lt;br /&gt;
In addition, the up-front cost of hiring an extra 50 scientists, building the Lab and the Living Quarters, is $4.15 million. The first Lab-full is a little cheaper as 10 Scientists are already hired, the Lab is already built, and there are (some, but not enough) Living Quarters available. $2.8 million is a reasonable approximation for the up-front costs of the first full Lab. Generally more than 3 Labs is not considered useful. However even in the limiting case (infinite/maximum Labs), the up-front cost amounts to about $83K per Scientist - not a huge amount more than the $30K hiring each Scientist will cost you in the first month.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Labs Up-front (/Scientist)  Daily (/Scientist)&#039;&#039;&#039; &lt;br /&gt;
 x1   $ 2.80M   $ 56K        $ 50K     $1K&lt;br /&gt;
 x2   $ 6.95M   $ 70K        $100K     $1K&lt;br /&gt;
 x3   $11.10M   $ 74K        $150K     $1K&lt;br /&gt;
 ..&lt;br /&gt;
 xN   $ 4.15MxN $ 83K        $ 50KxN   $1K&lt;br /&gt;
&lt;br /&gt;
==Aircraft== &lt;br /&gt;
&lt;br /&gt;
===Craft Weapons===&lt;br /&gt;
When you sack/remove any craft you also lose the craft weapons (and ammo) it is armed with, so it is usually prudent to remove the weapons before sacking the aircraft. This is most often an issue when upgrading your [[Interceptor]]s, but also if you are getting rid of [[Firestorm]]s or [[Lightning]]s that you no longer require.&lt;br /&gt;
&lt;br /&gt;
Unfortunately you are unable to totally remove weapons - you have to switch (rearm) to another weapon type. Therefore, before you sack an aircraft, make sure you have 2 spare cheap weapons in that base. Switch to the cheap weapons that you would rather lose, and keep your Plasma Beams or whatever was on the aircraft. Also, if you sell the aircraft right away after you have begun to rearm, there will be little or no ammunition lost when it flies back home to the leasing company. &lt;br /&gt;
&lt;br /&gt;
In theory the cheapest sacrificial weapon is the Stingray Launcher at $16K each. In practice an Avalanche Launcher at $17K each, is a much more useful thing to have laying around spare. So far from being &#039;free&#039; to sack an aircraft (with the exception of the [[Skyranger]]), it is likely to cost you $16K-$34K to sack it, even if you are careful. If you are careless it could cost you half a million dollars cash, plus lost manufacturing time. &lt;br /&gt;
&lt;br /&gt;
When you do decide to rid yourself an aircraft, the general practice is to arm the cheap weapons onto it and then sack it immediately. If, due to various circumstances, you had the throwaway weapons on the ship long enough for it to proceed to its rearming phase, don&#039;t forget to unload the ammo before sacking the ship so that you don&#039;t lose the ammunition as well. To empty the ammo, re-arm the same weapon onto the ship. This will empty its magazine. Obviously this is not a necessary step if you do not have any of that weapon&#039;s ammo in storage, but one you should take if you are still actively using them.&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]]&#039;s UFOLoader has a fix for this problem, allowing you to remove all weaponry from an aircraft.&lt;br /&gt;
&lt;br /&gt;
===Soldiers, HWPs and Equipment===&lt;br /&gt;
When you sack an aircraft the soldiers and equipment get off first, so you don&#039;t need to worry about removing them first. They will still be retained even if there is no more storage capacity left for them, but this will mean that you won&#039;t be able to purchase new gear until free space is once again available.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;170&amp;quot;&amp;gt;Personnel/Craft&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Recruit&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Salary&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Soldier&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$40,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Engineer&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$50,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$25,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Scientist&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$60,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$30,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Interceptor&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$600,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$600,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Skyranger&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$500,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$500,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Buying/Selling/Transferring]]&lt;br /&gt;
*[[Raw_recruit_statistical_likelihood|Recruit statistics]]&lt;br /&gt;
*[[Soldier Name Stats|Soldier Names]]&lt;br /&gt;
*[[Known_Bugs#Transfer_Limit_cash_eater|Transfer-limit cash-eating glitch]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Incendiary&amp;diff=72694</id>
		<title>Incendiary</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Incendiary&amp;diff=72694"/>
		<updated>2016-09-18T18:43:17Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Damage */ Linking mostly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fire_ground.gif|Ground Fire Animation]] [[Image:Fire_unit.gif|Unit Fire Animation]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Incendiary]]&#039;&#039;&#039; (IN) ammunition creates a large area of &#039;&#039;&#039;fire&#039;&#039;&#039; on the [[battlescape]] equal to its [[#Blast Diameter|blast diameter]].  Incendiary rounds will burn for two turns on non-flammable terrain.  Flammable terrain will burn for longer, and the fire is likely to spread to any adjacent flammable tiles.  Aliens and unarmored X-COM agents can catch fire as well.&lt;br /&gt;
&lt;br /&gt;
Incendiary rounds do very little direct damage -- between 0 and 10 points per hit -- but continue to do damage every turn that a unit is in fire or on fire.  Due to the &amp;quot;[[Known_Bugs#Funky_Fire|funky fire]]&amp;quot; bug, units in or on fire will also take damage every time an incendiary round goes of &#039;&#039;anywhere&#039;&#039; on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
Incendiary rounds are available for the following weapons:&lt;br /&gt;
&lt;br /&gt;
*[[Auto-Cannon]]&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Rocket Launcher]]&lt;br /&gt;
&lt;br /&gt;
Some tiles may already be on fire at the start of the mission if the [[UFO Crash Recovery|UFO crashed]].&lt;br /&gt;
&lt;br /&gt;
== Blast Diameter ==&lt;br /&gt;
&lt;br /&gt;
*Auto-Cannon incendiary rounds have a blast diameter of 5 tiles; note that the southern tip of the &amp;quot;diamond&amp;quot; will always be missing.&lt;br /&gt;
*Heavy Cannon incendiary rounds have a blast diameter of 7 tiles.&lt;br /&gt;
*Incendiary rockets have a blast diameter of 9 tiles.&lt;br /&gt;
&lt;br /&gt;
                               X&lt;br /&gt;
                X           XXXXXXX&lt;br /&gt;
   X          XXXXX         XXXXXXX&lt;br /&gt;
  XXX         XXXXX         XXXXXXX&lt;br /&gt;
 XXXXX       XXXXXXX       XXXXXXXXX&lt;br /&gt;
  XXX         XXXXX         XXXXXXX&lt;br /&gt;
   X          XXXXX         XXXXXXX&lt;br /&gt;
                X           XXXXXXX&lt;br /&gt;
                               X&lt;br /&gt;
 &lt;br /&gt;
 AC-IN        HC-IN          RL-IN&lt;br /&gt;
&lt;br /&gt;
==Smoke==&lt;br /&gt;
[[Image:Smoke1.gif]] [[Image:Smoke2.gif]] [[Image:Smoke3.gif]]&lt;br /&gt;
A burning fire can also be used as an impromptu smoke screen. No smoke appears immediately, but smoke will appear outside the edges of the fire, as the fire slowly spreads in subsequent turns. The smoke begins on the first turn after the turn the incendiary round is fired. The smoke will spread vertically (upwards) as well as laterally. Smoke can block [[Line_of_sight|line of sight]].&lt;br /&gt;
&lt;br /&gt;
==Light== &lt;br /&gt;
[[File:FlarePattern.png|thumb|right|A single square of fire will illuminate the area within the grey line.]]&lt;br /&gt;
Fire not only damages aliens and obstacles hiding in dark corners of the map, but also illuminates the area for several turns. This is especially useful during [[Night Missions]].&lt;br /&gt;
&lt;br /&gt;
Any tile on fire will provide illumination within a 9 tile radius.  A large patch of fire will illuminate everything within 9 tiles of the outer edge of the fire.  Curiously, aliens on fire do not provide illumination.  Maybe they&#039;re [http://firecritic.com/2010/12/firefighters-guide-to-invisible-fire-otherwise-known-as-ethanol-fires/ made of ethanol] or something.&lt;br /&gt;
&lt;br /&gt;
==Damage== &lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;Incendiary damage mechanics are not fully understood and are being re-investigated by [[User:Zombie|Zombie]]. The information below is part of the picture but not the completely accurate picture. Treat with caution! More discussion is on the [[Talk:Incendiary|Talk page]].&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Brush and wood on fire will eventually be consumed, leaving a flat scorched-earth [[MCD|tile]]. &lt;br /&gt;
&lt;br /&gt;
* If a [[Zombie]] is killed by the explosive impact of any form of Incendiary munitions, the [[Chryssalid]] larva will be burnt up instead of hatching. However, Zombies have high [[Alien Stats|hit points]] and will have to be near death to be killed by an IN round, per se.&lt;br /&gt;
&lt;br /&gt;
* UFO interiors and dropped items are fireproof, even if their owners aren&#039;t. Silverblade recommends combining this fact with the diagonal wall bug and an incendiary rocket to roast them in the shell.&lt;br /&gt;
&lt;br /&gt;
* Damage caused by fire does not alter [[Morale]] level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; forms of manufactured X-COM armor will completely block the effects of fire -- including direct hits from incendiary rounds. Soldiers not wearing armor take [[Health]] damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldiers wearing armour, if wounded, can die from spreading fire.&#039;&#039;&#039;  Apparently if the damage the fire would inflict exceeds the soldier&#039;s remaining [[health]], the soldier will die.  If the damage is not enough to kill the soldier that turn, no damage will be inflicted.  This bug only applies to &#039;&#039;spreading&#039;&#039; fire, and will not affect a wounded soldier already standing in fire.&lt;br /&gt;
&lt;br /&gt;
* Certain creatures take increased or decreased [[Damage#Damage_Modifiers|damage]] from incendiary rounds:&lt;br /&gt;
**More Vulnerable:&lt;br /&gt;
***170% - [[Reaper]]         &lt;br /&gt;
**Less Vulnerable:&lt;br /&gt;
***80% - Chryssalid     &lt;br /&gt;
***70% - [[Ethereal]], [[Snakeman]]       &lt;br /&gt;
***40% - [[Heavy Weapons Platforms|Tanks/Hovertanks]]          &lt;br /&gt;
*** 0% - [[Silacoid]] (rocks don&#039;t burn!)&lt;br /&gt;
&lt;br /&gt;
* Initial &amp;quot;impact&amp;quot; damage from incendiary ammunition is either for no points (unit does not catch fire), or between 5-10 points (unit catches fire). Since the distribution is randomly chosen from the set [ 0, 5, 6, 7, 8, 9, 10 ] (seven values), the probability of remaining unharmed is 14% (1/7), while there is an 86% chance (6/7) a unit will take some damage. The average damage is 6.4.&lt;br /&gt;
&lt;br /&gt;
* Units standing in a blaze (as opposed to being on fire themselves) will receive between 1-12 damage points, most likely determined by the flammability rating of their tile ([[MCD]] offset 45). The chance of catching fire is determined by an if-then statement: IF Random(100)&amp;lt;40*Damage Modifier/100 THEN Catch Fire. So for example, a normal unarmored soldier (with a damage modifier to IN=100) has a probability of catching fire of: Random(100)&amp;lt;40*100/100 = Random(100)&amp;lt;40 which means that rookie will catch fire 40% of the time. From a previous 6000+ trial conducted by [[User:Zombie|Zombie]] soldiers have a 33% chance of catching fire. It&#039;s unknown why these numbers don&#039;t match, but it&#039;s possible the sample size was still too small.&lt;br /&gt;
&lt;br /&gt;
* Once lit, units burn for a slightly random amount of time, taking 5-10 damage points each turn. (If units fall unconscious, they do not continue to burn.) Thus the average total damage is 21.5 points (3 x 7.5), but could be as high as 50. Compare that [[Alien Stats|alien health values]] range from 30 to 120... it can kill or seriously damage Sectoids, Floaters (if on ground!), and maybe Snakemen, but barely warms up [[Muton|Mutons]]. [[Terror Units|Terrorists]] are hardly touched (but now you might have their attention). Unsurprisingly, the equation used to determine how long a unit will remain on fire depends on the damage modifier of the unit in question: MaxTime=5*Damage Modifier/100, Duration=Random(MaxTime). So for example, if a tank (damage modifier to IN=40) catches fire it will remain lit for MaxTime=5*40/100=2; Duration=Random(2) or 1-2  turns.&lt;br /&gt;
&lt;br /&gt;
* Smoke does not snuff out units on fire.&lt;br /&gt;
&lt;br /&gt;
* Ultimately, in comparison with other ammo types, incendiary ammo is both weak and slow. Most of the time you will want to use it for other purposes (light, blocking LOS, clearing areas) and consider any damage a plus. However, it can be particularly effective against Sectoids - so have plenty of IN for your early-game missions. Barbecue spits are optional.&lt;br /&gt;
&lt;br /&gt;
==Spreading==&lt;br /&gt;
Fires can spread one tile in every direction, in ideal conditions (such as wheat fields and haylofts). However, since [[Battlescape_Map_Generation|no map]] is a pure wheat field and many tile types are unlikely to burn, they eventually go out.&lt;br /&gt;
&lt;br /&gt;
Unarmored soldiers can walk through fire unscathed, but don&#039;t be left standing on &#039;&#039;&#039;&#039;&#039;or next to&#039;&#039;&#039;&#039;&#039; a burning tile at the end of the turn. That&#039;s when the fire-spreading code runs. Incendiaries also restrict alien movement; they, too, try to avoid fire.&lt;br /&gt;
&lt;br /&gt;
Explosives (any weapon with [[damage]] type [[Explosives|HE]]) can start fires, particularly in mountains (due to a [[Explosives#Mile-High_Madness|bug]]). Copious use of explosives on thick cover can flush out the enemy - but you have an [[Managing_the_Item_Limit|80-item limit]].&lt;br /&gt;
&lt;br /&gt;
Explosives will not put out fires, per se. You can directly destroy tile flammability via [[Explosives#Tile_Characteristics|explosives]] so that areas can&#039;t burn (or stop burning), but it&#039;s tricky. (How accurate is your [[Throwing_Accuracy|throwing]]?) In theory, it&#039;s possible for your team to corral or even direct flames, but how many folks have tried this? Please put any good war stories along these lines on this page&#039;s Discussion.&lt;br /&gt;
&lt;br /&gt;
==Quirks, Tips, And Tricks==&lt;br /&gt;
XCOM makes a brave attempt to model fire. However, there are some quirks:&lt;br /&gt;
&lt;br /&gt;
*If a unit (alien or friendly) is on fire or standing in flames, an incendiary explosion &#039;&#039;anywhere else on the map&#039;&#039; will damage it, even if you just shoot an IN round at a random patch of ground.&lt;br /&gt;
&lt;br /&gt;
*Friendly units standing in &#039;&#039;&#039;smoke&#039;&#039;&#039; will take &#039;&#039;&#039;STUN&#039;&#039;&#039; damage every time an incendiary round explodes, &#039;&#039;&#039;even if armored.&#039;&#039;&#039; Alien units are not affected (needs further testing).&lt;br /&gt;
&lt;br /&gt;
*Aliens not facing you will not respond with reaction fire when hit (directly or indirectly) by an incendiary round (see [[Reaction fire triggers]]).&lt;br /&gt;
&lt;br /&gt;
* Smoke and flames do not mix. Only one type may exist on a particular tile on a particular turn. To quickly smother a blaze simply drop a primed [[Smoke Grenade]] in the center. This is a fairly useful trick for unarmored soldiers who want to safely cross a blaze without waiting for it to burn out by itself. But remember, you can cross a blaze safely - just don&#039;t stop in or next to one.&lt;br /&gt;
&lt;br /&gt;
*There is an upper limit to how many squares can be on fire or in smoke (400 squares total for both). Once you have a good sized blaze going (forest fire, anyone?) further incendiary rounds will seem to fizzle, because no more fire can be created. Impact damage will still be dealt and units can still be set on fire. Still, existing smoke-covered tiles can be turned into fire instead of smoke, and vice versa. &lt;br /&gt;
&lt;br /&gt;
*The damage values listed in the [[UFOpaedia]] do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames. Fire is unlike other damage; it works at initial blast and then over time, as described above.&lt;br /&gt;
&lt;br /&gt;
*Shots made with IN rounds never count as &amp;quot;hitting&amp;quot; for the purposes of firing accuracy [[experience]], but reaction shots are counted and can go towards better reaction stats. &lt;br /&gt;
&lt;br /&gt;
*Incendiary rounds (and other forms of fire) do not damage valuable equipment/loot; even corpses will not burn.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=72459</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=72459"/>
		<updated>2016-08-04T04:52:32Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Structure */ Indeed, Zombies have their own DM category, also linking to the preferred DM page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Saved Game Files|save game file]] that has a record size of 124 bytes for UFO, or 132 for TFTD. Values are unsigned unless otherwise stated. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). It goes hand in hand with [[UNITPOS.DAT]].&lt;br /&gt;
&lt;br /&gt;
Comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine before tactical battles. Stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder and contains info on all units that will be present in the coming mission (in an alive state - the deaths of aliens killed by exploding UFO power units isn&#039;t determined until [[Battlescape_Map_Generation#KABOOM.21.21|later]]). Unlike the other two versions, this only contains the bare minimum number of records required to store the units it details.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNITREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], contains the mid-mission state of the unit table.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder at the end of combat. Used to determine which troopers/tanks survived, statistic gains via [[experience]], and which aliens need to be hauled off to the [[Alien Containment]] unit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#123|123]] (or [[#131|131]] for TFTD)) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0x7B|0x7B]] (or [[#0x83|0x83]] for TFTD)). Notes apply to both UFO and TFTD unless otherwise stated. Let us know what else you can find - refer to the [[#Notes|bottom of the page]] for those values that&#039;re unknown, or to the [[Talk:UNITREF.DAT|talk page]] for further ideas as to what they could be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00&lt;br /&gt;
|Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [[#53|[53]]] &amp;amp; [[#54|[54]]] (weapons in hands), [[#115|[115]]] (gender) and [[#120|[120]]] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
      &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                        &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
   0: Male/female unarmored X-COM soldier     0: Male/female unarmored X-COM diver   &lt;br /&gt;
   1: Male/female personal armor soldier      1: Male/female plastic armor diver&lt;br /&gt;
   2: Power/flying suit soldier               2: Power/flying suit diver&lt;br /&gt;
   3: Tank                                    3: Tank&lt;br /&gt;
   4: Sectoid                                 4: Aquatoid&lt;br /&gt;
   5: Snakeman                                5: Gillman&lt;br /&gt;
   6: Ethereal                                6: Lobster Man&lt;br /&gt;
   7: Muton                                   7: Tasoth&lt;br /&gt;
   8: Floater                                 8: Calcinite&lt;br /&gt;
   9: Celatid                                 9: Deep One&lt;br /&gt;
  10: Silacoid                               0A: BioDrone&lt;br /&gt;
  11: Chryssalid                             0B: Tentaculat&lt;br /&gt;
  12: Reaper                                 0C: Triscene&lt;br /&gt;
  13: Sectopod                               0D: Hallucinoid&lt;br /&gt;
  14: Cyberdisc                              0E: Xarquid&lt;br /&gt;
  15: Male civilian                          0F: Male civilians&lt;br /&gt;
  16: Female civilian                        10: Female civilians&lt;br /&gt;
  17: Zombie                                 11: Zombie&lt;br /&gt;
 255: Unused                                255: Unused&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If the corresponding [[UNITPOS.DAT]] record is unused, then the record is unused.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x01&lt;br /&gt;
|Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, [[#115|[115]]] and [[#116|[116]]] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x05&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|PCK set]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x09&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|TAB index for the PCK data]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A&lt;br /&gt;
|Unit facing. Does NOT control HWP turret direction; see [[#24|[24]]].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0B&lt;br /&gt;
|Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. [[MCD]][39+[[#11|UnitRef[11]]]] is the offset used. Note: By default, this is 0 for ALL unit types.&lt;br /&gt;
   0: Walking&lt;br /&gt;
   1: Sliding&lt;br /&gt;
   2: Flying&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C&lt;br /&gt;
|Current TUs.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0D&lt;br /&gt;
|Current Health. Health of 0 = Dead. Compare [[#42|[42]]], [[#120|[120]]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For my [[Talk:Bravery|Bravery experience point testing]], I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still &amp;quot;alive&amp;quot; (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died &#039;&#039;&#039;again&#039;&#039;&#039; at the end of &#039;&#039;&#039;next&#039;&#039;&#039; turn, even though they were all on the ground (I heard screams, and all soldiers&#039; Morale went to 100 again). What the heck? The aliens stayed down after that, though. --[[User:MikeTheRed|MikeTheRed]] 16:01, 3 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: [[UNITPOS.DAT]] offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF &amp;amp; BB - MTR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;While the game kills characters when Health&amp;lt;=Fatal Wounds (__ dies message), XComUtil will recover them based if their health is greater than 0.  Haven&#039;t tested an unmodified game.  --[[User:Zaimoni|Zaimoni]] 11:52, 14 April 2007 (CDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E&lt;br /&gt;
|Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0F&lt;br /&gt;
|Current Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10&lt;br /&gt;
|Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x11&lt;br /&gt;
|Strength&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12&lt;br /&gt;
|Current Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x13&lt;br /&gt;
|Current Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14&lt;br /&gt;
|Current Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x15&lt;br /&gt;
|Current Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16&lt;br /&gt;
|Current Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x17&lt;br /&gt;
|Base Firing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18&lt;br /&gt;
|Base Throwing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [[#10|[10]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x19&lt;br /&gt;
|Base TUs&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A&lt;br /&gt;
|Base Health&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1B&lt;br /&gt;
|Base Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C&lt;br /&gt;
|Base Reactions&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it&#039;s been damaged&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1D&lt;br /&gt;
|Base Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E&lt;br /&gt;
|Base Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1F&lt;br /&gt;
|Base Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20&lt;br /&gt;
|Base Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x21&lt;br /&gt;
|Base Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22&lt;br /&gt;
|Supposedly this was going to be Health Recharge which would function like the Energy Recharge. Always 0 and ignored by game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x23&lt;br /&gt;
|Energy to recharge each turn. Equals &#039;&#039;&#039;recruit initial&#039;&#039;&#039; TUs/3 ([[SOLDIER.DAT]][43], &#039;&#039;&#039;not&#039;&#039;&#039; total base TUs). This is a signed byte. See [[Time Units]] and [[Energy#Usage|Energy Usage]]; also see [[#45|[45]]] (energy usage when walking/turning). &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24&lt;br /&gt;
|Supposedly this was going to be Armor Recharge which would function like the Energy Recharge. Always 0 and probably unused, but needs testing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x25&lt;br /&gt;
|Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26&lt;br /&gt;
|Item to create when unit is unconscious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x27&lt;br /&gt;
|&amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with [[Rank]] Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28&lt;br /&gt;
|Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x29&lt;br /&gt;
|Animation frame counter for the unit. Used by eg [[Celatid]]s and [[Silacoid]]s. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A&lt;br /&gt;
|Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&#039;&#039;I don&#039;t see 255 set for three dead mutons in a current game... [[#13|[13]]] (Health=0) seems to be the only reliable death indicator for them. Compare [[#120|[120]]]. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2B&lt;br /&gt;
|Called &amp;quot;deployment&amp;quot; with values of 0 or 1 (0=normal, 1=special). &lt;br /&gt;
 0: Only those locations specified for units of the appropriate rank, size, and flying ability are used. &lt;br /&gt;
 1: Civilian spawn points are used, ignoring a unit&#039;s rank, but still selected by the unit&#039;s size and flying ability.&lt;br /&gt;
As result - Commanders/leaders can occasionally be spawned outside of the UFO craft (and ramble around the UFO) and not in the &amp;quot;control room&amp;quot;, which has an exclusive commander spawn node. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C&lt;br /&gt;
|Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2. 0=Cautious,1=Normal,2=Aggressive  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039; This determines the amount of the unit&#039;s TUs that are devoted to shooting: 0=50%,1=60%,2=66%.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2D&lt;br /&gt;
|Used to calculate energy loss when walking or turning as: INT( TUs / 2&amp;lt;sup&amp;gt;[45]&amp;lt;/sup&amp;gt; ). See [[Energy#Usage]]; compare [[#35|[35]]] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map [[Time Units#Time_Unit_Walking_Usage_Tables|tile TU cost]] is 12). &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E&lt;br /&gt;
|HWP turret image. Only used (and only appears) if unit type [[#0|[0]]]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [[#113|[113]]] and [[#117|[117]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2F&lt;br /&gt;
|This is a direct copy of offset[48] from the [[MCD]] record of the tile the unit is standing on. A signed byte.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30&lt;br /&gt;
|Values for this byte always equal [[#52|[52]]] and are:&lt;br /&gt;
   2  (3x3 square; legacy 5 pixels):  Sectoid&lt;br /&gt;
   3  (5x5 square, corners removed; legacy 7 pixels):  Celatid, Chryssalid, Civvie,&lt;br /&gt;
      Ethereal, Floater, Muton, Snake, &#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
   4  (7x7 octagon; legacy 9 pixels):  Cyberdisc, Hovertank, Reaper, Sectopod, Tank&lt;br /&gt;
   5 (9x9 square, Ls with 3-pixel legs removed; legacy 11 pixels):  Silacoid&lt;br /&gt;
Based on copious research by [[User:Bomb_Bloke|Bomb_Bloke]], [[User:Seb76|Seb76]], [[user:Zombie|Zombie]], and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the &amp;quot;3D&amp;quot; shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each &amp;quot;silhoutte&amp;quot; that [[LOFTEMPS.DAT]] corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that&#039;s what this byte is about), and 24 pixels high (compare [[#49|[49]]]).&lt;br /&gt;
&lt;br /&gt;
This cylindrical shape is used in conjunction with height [[#49|[49]]] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section):&lt;br /&gt;
&lt;br /&gt;
                     LOF     LOF             Cross    Percent&lt;br /&gt;
                    Lookup  Width   Height  Section   of 384    Float   4x?&lt;br /&gt;
 Type               &#039;&#039;UR[48]  Pixels  UR[[#49|[49]]] Pxls X Ht  (16x24)   UR[[#51|[51]]]&#039;&#039;&lt;br /&gt;
 ----               ------  ------  ------ ---------  -------   ------  ---&lt;br /&gt;
 Sectoid               2       5      16       80      20.8%       -     -&lt;br /&gt;
 Celatid               3       7      12       84      21.9%       6     -&lt;br /&gt;
 Soldier (Kneeling)    3       7      14       98      25.5%       -     -&lt;br /&gt;
 Hovertank             4       9      12      108      28.1%       6    Yes&lt;br /&gt;
 Silacoid              5      11      10      110      28.6%       -     -&lt;br /&gt;
 Snakeman              3       7      18      126      32.8%       -     -&lt;br /&gt;
 Zombie                3       7      18      126      32.8%       -     -&lt;br /&gt;
 Ethereal              3       7      20      140      36.5%       -     -&lt;br /&gt;
 Cyberdisc             4       9      15      135      35.2%       2    Yes&lt;br /&gt;
 Chryssalid            3       7      21      147      38.3%       -     -&lt;br /&gt;
 Civilian              3       7      21      147      38.3%       2     -&lt;br /&gt;
 Floater               3       7      21      147      38.3%       2     -&lt;br /&gt;
 Muton                 3       7      21      147      38.3%       -     -&lt;br /&gt;
 Tank                  4       9      16      144      37.5%       -    Yes&lt;br /&gt;
 Soldier               3       7      22      154      40.1%       -     -&lt;br /&gt;
 Reaper                4       9      23      207      53.9%       -    Yes&lt;br /&gt;
 Sectopod              4       9      23      207      53.9%       -    Yes&lt;br /&gt;
Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the &amp;quot;Percent of 384&amp;quot; column. In reality, though, the [[Firing Accuracy|accuracy]] of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it&#039;s useful to see, keep in mind that this column only shows relative numbers.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;i&amp;gt;[[User:Zaimoni|Zaimoni]]: actual cross section depends on shot facing.  The table is close to correct for pure diagonal shots, so leaving alone for now.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit Float number ([[#51|[51]]], below) is shown simply for convenience. It does not enter into the cross-sectional computations. &amp;quot;4x&amp;quot; units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated).&lt;br /&gt;
&lt;br /&gt;
Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x31&lt;br /&gt;
|[[height|Standing height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32&lt;br /&gt;
|[[height|Kneeling height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x33&lt;br /&gt;
|Floating [[height]]. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The highest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34&lt;br /&gt;
|&amp;quot;Radius&amp;quot; of LOF Template. Always the same as [[#48|[48]]] in all known saved games. More info can be found at [[Talk:UNITREF.DAT#Offsets_0x30_.26_0x34|Talk:UNITREF.DAT#Offsets_0x30_&amp;amp;_0x34]] ([48] and [52]).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x35&lt;br /&gt;
|Image index for item in left hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36&lt;br /&gt;
|Image index for item in right hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but one of the above two bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x37&lt;br /&gt;
|[[Damage Modifiers|Damage Modifier]] Category&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info.&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Value&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;0&#039;&#039;&#039;      Terrain and Items&lt;br /&gt;
    &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
    &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
    &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
    &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
    &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
    &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
    &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
    &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
    &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38&lt;br /&gt;
|[[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x39&lt;br /&gt;
|[[Psionic Strength]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A&lt;br /&gt;
|Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3B&lt;br /&gt;
|[[Bravery]] = 110 - (10 * &#039;&#039;this value&#039;&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C&lt;br /&gt;
|Panic mode. This takes effect at the start of the unit&#039;s next turn. Since it is cleared at that point, you&#039;ll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.&lt;br /&gt;
   0: None&lt;br /&gt;
   1: Freeze&lt;br /&gt;
   2: Running&lt;br /&gt;
   3: Berserk&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3D&lt;br /&gt;
|[[#62|[62]]] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E&lt;br /&gt;
|Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3F&lt;br /&gt;
|Number of [[Fatal Wounds]] to head.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40&lt;br /&gt;
|Number of fatal wounds to torso.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x41&lt;br /&gt;
|Number of fatal wounds to right arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42&lt;br /&gt;
|Number of fatal wounds to left arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x43&lt;br /&gt;
|Number of fatal wounds to right leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44&lt;br /&gt;
|Number of fatal wounds to left leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;69-70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;69-70&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x45-0x46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x45-0x46&lt;br /&gt;
|Indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69.&lt;br /&gt;
:For patrol AI (no X-COM units sighted in turn 1, either X-COM or alien):&lt;br /&gt;
::Byte 69 is the index of the node of the start of the planned move.&lt;br /&gt;
::Byte 70 is the index of the node of the end of the planned move.&lt;br /&gt;
:Note that the move may be multi-turn, and byte 69 is not guaranteed to update during a multi-turn move.  I think it will if the alien ends its move on a node, however. -- Zaimoni&lt;br /&gt;
:For AI mode 2:&lt;br /&gt;
::Byte 70 is the UNITPOS reference number for this unit&#039;s target. - Tycho&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x47&lt;br /&gt;
|Unit lighting: always 16 for XCom units, 0 for most aliens but 1 for cyberdisc. If greater than 1, it is set to 1 when unit inactive - see the [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48&lt;br /&gt;
|The amount of [[Morale]] that has been restored using the [[Medi-Kit (EU)|Medkit&#039;s]] painkillers. The amount that &#039;&#039;can&#039;&#039; be restored is equal to the maximum health of the unit (index 26) minus their current health (index 13) further minus this.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x49&lt;br /&gt;
|Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A&lt;br /&gt;
|AI Mode. Zaimoni found [http://www.strategycore.co.uk/forums/UFO-AI-patch-t8908.html&amp;amp;st=20&amp;amp;start=20 Here] that the values are&lt;br /&gt;
:::0:PATROL                             &lt;br /&gt;
:::1:SNIPER&lt;br /&gt;
:::2:ATTACKING                          &lt;br /&gt;
:::3:ESCAPING&lt;br /&gt;
:::4:GUARD                              &lt;br /&gt;
:::5:Returning to UFO. &lt;br /&gt;
:255 (-1): Makes the program recalculate the AI mode.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4B&lt;br /&gt;
|Unknown. With that said, the only item remaining on my list is called &amp;quot;lightdirect&amp;quot; or direction of light for a unit (0=all around, 1=direction unit facing). Unused by game code and always 0. Maybe it was for a hand-held light source, or a armor-mounted flashlight?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76-77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76-77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C-0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C-0x4D&lt;br /&gt;
|Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78-79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78-79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E-0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E-0x4F&lt;br /&gt;
|Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50&lt;br /&gt;
|[[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;81&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x51&lt;br /&gt;
|[[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero [[Damage]], it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;82&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;82&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x52&lt;br /&gt;
|[[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;83&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x53&lt;br /&gt;
|[[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;84&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;84&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x54&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[Psionic Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;85&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;85&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x55&lt;br /&gt;
|[[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;86-110&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;86-110&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x56-0x6E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x56-0x6E&lt;br /&gt;
|Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;111&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;111&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x6F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x6F&lt;br /&gt;
|Called &amp;quot;BigFire&amp;quot;. If true (value of 1) then the unit is currently firing a weapon. It reverts back to 0 afterwards - determines whether to render the gun and firing arm in the &amp;quot;pointing weapon&amp;quot; position, or whether the weapon is being held against the chest. If manually set to a value above 0, the unit will hold its weapon out until such time as it actually uses it.&lt;br /&gt;
&lt;br /&gt;
Note that this value is only used by units holding two-handed weapons. A unit holding for eg a pistol will &#039;&#039;always&#039;&#039; point the weapon, and uses a different arm sprite for the purposes of doing so (regardless of whether or not the weapon is being fired).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;112&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;112&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x70&lt;br /&gt;
|Called &amp;quot;Finished&amp;quot;. If true (value of 1) signifies that the unit finished AI actions for current turn.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;113&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;113&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x71&lt;br /&gt;
|If 1, then you can&#039;t use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don&#039;t use this but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
[[#1|[1]]] actually determines the inventory screen used, might be worth playing with that. [[#46|[46]]] determines the layout.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;114&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;114&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x72&lt;br /&gt;
|If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;115&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;115&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x73&lt;br /&gt;
|Gender: 0 = male, 1 = female.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;116&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;116&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x74&lt;br /&gt;
|Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;117&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;117&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x75&lt;br /&gt;
|Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                       F.A.  TUs        F.A.  TUs&lt;br /&gt;
   0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
   1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
   2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
   3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
   4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
   5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
  22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
 255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [[#46|[46]]], [[#113|[113]]], and [[#118|[118]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;118&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;118&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x76&lt;br /&gt;
|Ammo for [[#117|[117]]] turret weapon&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;119&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;119&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x77&lt;br /&gt;
|[Garbage unused by game] Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039;&lt;br /&gt;
 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
 00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
 00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
 00000101   5 Snakeman&lt;br /&gt;
 00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&#039;&#039;&lt;br /&gt;
 00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&#039;&#039;&lt;br /&gt;
 00010011  19 Snakeman&lt;br /&gt;
 00100110  38 PA Soldier&lt;br /&gt;
 00101010  42 Muton(3)&lt;br /&gt;
 00110001  49 Muton&lt;br /&gt;
 00110010  50 PA Soldier&lt;br /&gt;
 00110101  53 Silacoid(2)&lt;br /&gt;
 00111011  59 Celatid&lt;br /&gt;
 00111111  63 Silacoid&lt;br /&gt;
 01001110  78 PA Soldier&lt;br /&gt;
 01100111 103 PA Soldier&lt;br /&gt;
 01111111 127 Muton&lt;br /&gt;
 10010000 144 Muton&lt;br /&gt;
 11000000 192 Celatid&lt;br /&gt;
 11111110 254 Muton&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;120-123&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;120-123&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x78-0x7B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x78-0x7B&lt;br /&gt;
|Unit bit flags (32bit), mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
 (  1) 1: 1 = Unit moving.&lt;br /&gt;
 (  2) 2: 1 = Unit can fly.&lt;br /&gt;
 (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
 (  8) 4: 1 = Has been to this unit in next unit loop. Or to put it another way, has the unit been selected this turn.&lt;br /&gt;
 ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
              (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
 ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
 ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
 (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
              Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;124-125&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;124-125&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7C-0x7D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7C-0x7D&lt;br /&gt;
|TFTD ONLY - Bubble animation count for soldiers.  Can be 0 to 16 (0x0F).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;126-127&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;126-127&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7E-0x7F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7E-0x7F&lt;br /&gt;
|TFTD ONLY - Bubble animation delay, skips this amount of frames.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;128-129&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;128-129&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x80-0x81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x80-0x81&lt;br /&gt;
|TFTD ONLY - Bubble animation enable. (0=disable, 1=enable) - [unused by game - taken from &amp;quot;underwater&amp;quot; flag]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;130-131&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;130-131&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x82-0x83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x82-0x83&lt;br /&gt;
|TFTD ONLY - Called &amp;quot;floorabove&amp;quot; flag. Is there a floor above unit? (0=no, 1=yes) [unused by game - calculated on-fly]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets [[#23|[23]]]-[[#28|[28]]], etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset [[#78-79|[78-79]]]) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets [[#80|[80]]]-[[#85|[85]]]) causes stat and rank increases, and decreased health (offset [[#26|[26]]] - offset [[#13|[13]]]) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets [[#80|[80]]]-[[#85|[85]]]) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset [[#85|[85]]]) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets [[#80|[80]]]-[[#82|[82]]] or [[#84|[84]]]-[[#85|[85]]]; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   &amp;lt;strike&amp;gt;Offset of weapon from unit image?&amp;lt;/strike&amp;gt; &lt;br /&gt;
   &#039;&#039;Based on unit height and nothing else. There may be values to determine what arm sprites to use,&#039;&#039;&lt;br /&gt;
   &#039;&#039;but I doubt it.&#039;&#039;&lt;br /&gt;
   Firing sprite offset? &lt;br /&gt;
   &#039;&#039;Probably just based on unit height and some hardcoded values in the executable.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Inventory lockout?&amp;lt;/strike&amp;gt; &#039;&#039;All mind controlled units are locked out.&#039;&#039;&lt;br /&gt;
   Kneel lockout? &lt;br /&gt;
   &#039;&#039;Probably the same as above, I seem to remember that using XcomUtil to &amp;quot;swap sides&amp;quot; would make it&#039;&#039;&lt;br /&gt;
   &#039;&#039;possible to kneel small alien units.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Aliens seen?&amp;lt;/strike&amp;gt; &#039;&#039;Not used in unitref.dat, only in unitpos.dat. -[[User:Zombie|Zombie]] 23:48, 29 September 2006 (PDT)&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&amp;lt;/strike&amp;gt; &#039;&#039;Set according to unit type.&#039;&#039;&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 119 values.&lt;br /&gt;
   Unknown values (5 in total):&lt;br /&gt;
   [[#75|[075 / 0x4B]]] - Always 0?&lt;br /&gt;
   [[#119|[119 / 0x77]]] - No idea, possible bitfield, could be anything.&lt;br /&gt;
   [[#121|[121 / 0x79]]] - Second unit gets a value of 16. Everyone else gets 0. No obvious purpose.&lt;br /&gt;
   [[#122|[122 / 0x7A]]] - Always 0?&lt;br /&gt;
   [[#123|[123 / 0x7B]]] - Always 0?&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Melee_Accuracy&amp;diff=72381</id>
		<title>Melee Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Melee_Accuracy&amp;diff=72381"/>
		<updated>2016-07-05T03:18:10Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Soldier Usage */ Direct linked to the post instead of the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In theory, Melee Accuracy affects a soldier&#039;s ability to hit their target with a close combat, or melee, attack.&lt;br /&gt;
*This statistic is not shown in any displays, but is still tracked by the game. It can be seen to rise (like other skills) when the Stun Rod is used. BUT,&lt;br /&gt;
*Hacking this field has NO effect on Stun Rod accuracy; the Stun Rod seems hard-wired to 100% accuracy. Therefore, Melee Accuracy is an entirely useless/vestigial value, with the possible remote exception of somebody playing with hacked melee weapons (which might or might not also be hard-wired to 100% accuracy).&lt;br /&gt;
*Some players call this skill Melee Accuracy and some call it Close Combat Accuracy (CCA). The OSG talks about a CCA, but since it didn&#039;t wind up being shown anywhere in the game and it&#039;s not 100% clear that the OSG meant this skill as opposed to e.g. HTH, the shorter term is also used.&lt;br /&gt;
*It&#039;s not hard to abuse the Item Stacking Bug so as to make &amp;quot;new&amp;quot; [[Item Stacking Bug#Effects of stacked items in hand slots|melee weapons]].&lt;br /&gt;
&lt;br /&gt;
Even though it appears to be an entirely irrelevant field, we&#039;ve still managed to pin down some of its functionality (smile).&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits always begin with a value from 20 to 40.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Melee Accuracy will &#039;&#039;only&#039;&#039; increase by the use of the [[Stun Rod]] in the original XCOM. In Terror From The Deep (TFTD), [[Vibro Blade]]s, [[Thermic Lance]]s, and [[Heavy Thermic Lance]]s will also increase it.&lt;br /&gt;
&lt;br /&gt;
You are awarded an average of 2 skill points (range 1-3) per combat mission if you melee at least 3 times, and an average of 4 points (range 2-6) for 11+ uses. These points do &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; depend on your current skill level, only on the number of stun-rod/melee uses. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]].&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Melee Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Melee Accuracy (if they&#039;re really lucky!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
&lt;br /&gt;
==Hidden Value==&lt;br /&gt;
Melee or Close Combat Accuracy is not shown in any display, but it clearly increases when you use the Stun Rod. Possibly the XCOM programmers once hoped to emphasize melee much more in general, but then downplayed it to focus on other things. In any event, here are technical details for anyone interested. These specifics are for the original XCOM.&lt;br /&gt;
&lt;br /&gt;
Like other [[Experience#Primary Stats|primary stats]], Melee Accuracy:&lt;br /&gt;
*Has an initial [50] and an increase [61] byte in [[SOLDIER.DAT]], in line with other primaries there&lt;br /&gt;
*Has an experience byte in [[UNITREF.DAT]] (offset 82), in line with other primary counters&lt;br /&gt;
*Also has its value pasted from geoscape into Unitref (offset 56), as do other primaries&lt;br /&gt;
*Has a cap of 120 (composed of an initial and increase), the same as firing and throwing accuracy&lt;br /&gt;
*Has the same rule as other primaries for [[Experience#Primary_Stats|skill point increases]]&lt;br /&gt;
*Triggers secondary stats to increase, just like other primaries&lt;br /&gt;
So it&#039;s quite functional relative to gaining experience.&lt;br /&gt;
&lt;br /&gt;
But Melee Accuracy DOESN&#039;T MATTER, because the Stun Rod appears to be hard-wired to 100% accuracy. (Hacking your melee accuracy to 0 or to 255 has absolutely no effect on Stun Rod accuracy.)&lt;br /&gt;
&lt;br /&gt;
The only way you can see your Melee Accuracy value is by [[HackerTools|hex editing]] [[SOLDIER.DAT]] (bytes [50] and [61] added together) or [[UNITREF.DAT]] (offset [56]).&lt;br /&gt;
&lt;br /&gt;
==Soldier Usage==&lt;br /&gt;
Melee accuracy is entirely irrelevant in a regular game of X-COM. The only melee weapon is hard-wired to 100% accuracy, period.&lt;br /&gt;
&lt;br /&gt;
If someone wants to build melee accuracy just for the fun of it, the following was written before Zombie [http://www.strategycore.co.uk/forums/topic/746-damage-modifiers-for-aliens/page__st__160#entry70596 showed] that the Stun Rod is hard-wired: &lt;br /&gt;
&lt;br /&gt;
Unless someone wants to have [[Stun_Rod#Activating_Melee_Attacks_For_Other_Items|fun with close combat]], melee isn&#039;t a particularly viable skill in XCOM. (It might be in TFTD, though.) In XCOM, if you were thinking of stunning aliens and then reviving them (so you can stun them again and/or shoot them to death - the pathetic slobs), note that the stun-rod can deliver up to 130 stun points (2x65). But the [[Medi-Kit]] stimulant only reduces stun level by 4 points (time 10 equals 40 points of stun per Medi-Kit). Aliens can become so [[unconscious]] that you use up all your [[Medi-Kit]]s trying to revive them (plus it&#039;s a real hassle). Most players would much rather increase their [[Firing Accuracy]] and [[Reactions]] skills than Melee. &lt;br /&gt;
&lt;br /&gt;
Of course, the stun rod remains vital for capturing some aliens and unlocking research, even if you don&#039;t develop its accuracy.&lt;br /&gt;
&lt;br /&gt;
Note: You can try to exploit the use of other items as melee weapons in the original XCOM if you&#039;re feeling adventurous - see [[Stun_Rod#Activating_Melee_Attacks_For_Other_Items|NKF&#039;s notes]]. If you do, then melee accuracy might matter... or it might not. The jury&#039;s still out.&lt;br /&gt;
&lt;br /&gt;
In case anyone was confused: The [[Small Launcher]] does not use Melee Accuracy. Firing this ranged Stun bomb weapon counts as &amp;quot;hits&amp;quot; toward your Firing Accuracy stat (and Reaction too, if applicable).&lt;br /&gt;
&lt;br /&gt;
==Alien Usage==&lt;br /&gt;
Because Aliens have no Stun Rod equivalent, the only species to utilise Melee Accuracy are the [[Silacoid]], [[Chryssalid]], [[Reaper]], and [[Zombie]], each of which have an accuracy of 80%. The melee attack&#039;s damage is equal to the unit&#039;s [[Strength|strength]].&lt;br /&gt;
 &lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Melee Accuracy &#039;&#039;might&#039;&#039; be affected by the same factors as [[Firing_Accuracy|firing]] and [[Throwing_Accuracy|throwing]] accuracies:&lt;br /&gt;
&lt;br /&gt;
* +15% when kneeling.&lt;br /&gt;
* -20% when holding a two-handed weapon with one hand.&lt;br /&gt;
* -10% per wound to the head or hitting arm.&lt;br /&gt;
* -25% x (max health-current health)/max health)&lt;br /&gt;
&lt;br /&gt;
... but probably not, because the Stun Rod seems to be hard-wired.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Stun Rod]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
*[[Raw_recruit_statistical_likelihood|Recruit Statistics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terror_Mission_(TFTD)&amp;diff=72323</id>
		<title>Terror Mission (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terror_Mission_(TFTD)&amp;diff=72323"/>
		<updated>2016-06-04T05:21:27Z</updated>

		<summary type="html">&lt;p&gt;Zombie: Added a bunch of internal links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the aliens are usually very passive in their dealings with the human populace in general, continual interference by X-COM will lead them to attack a populated area in order to provoke X-COM to action, or preferably inaction in an effort to make them look bad in the eyes of the Council of Funding Nations, thus reduce their standing and hopefully force countries to withdraw their funding. &lt;br /&gt;
 &lt;br /&gt;
Traditionally, the aliens in the first alien war attacked small country towns with a low population. In the second alien war, the scope has broadened. As the new alien threat are nautical in nature, so are their targets. Terror sites now occur in [[Port_Attack|small ports]], [[Island_Attack|island resorts]] and [[Shipping_Lane_Mission|ships]]. &lt;br /&gt;
&lt;br /&gt;
All of these are conducted on land. Though this eliminates the ability of the aliens to use their devastating torpedoes, they bring deadly [[Terror_Units_(TFTD)|terror units]] into battle to compensate. &lt;br /&gt;
&lt;br /&gt;
There is also the [[Artefact_Site|Artefact Sites]], where the aliens are activating synonium devices in old temples on the sea bed. Though not strictly terror missions as no [[Civilian|civilians]] are involved, they have the same urgency as terror sites due to the short time frame available to you to attend to them. If they are not dealt with before the devices are restored, the blow to X-COM&#039;s standing with the Council of Funding Nations can be just as if not more disastrous than failing to attend to a terror site. &lt;br /&gt;
&lt;br /&gt;
Artefact sites and ship missions are classified as two-parter missions. You must go through two maps in succession in order to clear the site. They are lengthy missions so you will need to plan your ammunition supplies accordingly. &lt;br /&gt;
&lt;br /&gt;
Port and island missions are the closest to a traditional terror site that you can get and you only need to clear the infestation of aliens on the map. &lt;br /&gt;
&lt;br /&gt;
For more information on the different terror mission types, refer to their respective articles.&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
Terror missions almost always occur on the first of the month, so make sure your troops are prepared for action at that time.  Also, they appear during the dead of night in whichever location they have chosen and will disappear before dawn, seemingly guaranteeing that you will have to endure the additional hardship of a night mission.&lt;br /&gt;
&lt;br /&gt;
However, there does seem to be a trick to get around this.  Terror sites will not disappear as long as they are targeted by an X-Com craft.  A couple hours before dawn approaches the terror site, send your craft in the opposite direction from the site.  As dawn approaches, reroute the craft towards the terror site.  The extra distance the craft needs to cover will make it so that you arrive during daylight hours, making what is normally a difficult and grueling mission a little bit easier.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Artefact_Site&amp;diff=72322</id>
		<title>Talk:Artefact Site</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Artefact_Site&amp;diff=72322"/>
		<updated>2016-06-04T05:19:02Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Synonium? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Locked Hallucinoid?==&lt;br /&gt;
Hi everybody, I&#039;m new here - and here&#039;s my new question.&lt;br /&gt;
I have recently completed two Artefact Site missions on Superhuman difficulty. In both of these missions (in second part) there was a Hallucinoid located far outside the map. I was able to find it by using XComUtil (SWP flag).&lt;br /&gt;
&lt;br /&gt;
The question is as follows: can this Hallucinoid present there knowingly (by developers) to ensure that you will manually destroy the Synomium Device instead of just kill all the aliens? Or maybe this is just a bug of the Windows version of the game, or something like alien overflow on higher difficulties?&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
[[User:Player701|Player701]] 08:05, 29 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
XComUtil sometimes generated X-COM units outside the boundaries of the map (I&#039;m not sure if this has been corrected on the latest version), so it is possible that it is simply an XComUtil generated bug. [[User:Hobbes|Hobbes]] 08:25, 29 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I know that, but I haven&#039;t used XComUtil before. I have installed it just to find that last alien, so this bug can&#039;t be related to XComUtil. And I have installed it in another game directory, so it couldn&#039;t corrupt my save files. [[User:Player701|Player701]] 10:05, 29 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you upload the save file (here for eg: [[Image:Out_of_bounds_Hallucinoid.zip]]), I could take a look at it. I would guess the map ran out of spawn nodes (higher difficulty = more aliens to place on the map). - [[User:Bomb Bloke|Bomb Bloke]] 23:24, 29 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are a few maps in TFTD where large units may end up spawned in odd locations, probably due to what Bomb Bloke mentioned. Actually, in one odd example I helped troubleshoot a while back was a Xarquid that was stuck in the cargo hold shaft at the front of the boat in a shipping lane mission. Since it cannot be breached even by alien weapons, it made the first map impossible to complete without aborting. As for the aliens getting stuck in walls in the colonies, I don&#039;t know if that was deliberate or accidental on the part of the mappers. &lt;br /&gt;
&lt;br /&gt;
I had a feeling Zombie had a series of map pack sets that corrected the placement problems, but currently I can only find the ones for the two small subs and the ones for UFO. -[[User:NKF|NKF]] 01:56, 30 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Uploaded the save game: [[Image:Out of bounds Hallucinoid.zip]], you can take a look. That&#039;s my fourth Artefact Site mission in this campaign, and the third case of a Hallucinoid outside of the map (There is only one alien remaining, and the SWP flag was applied using XComUtil). [[User:Player701|Player701]] 05:53, 1 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Well this is odd.&lt;br /&gt;
&lt;br /&gt;
First off, he&#039;s not outside the map - he&#039;s actually just within it, albeit embedded in some black wall blocks.&lt;br /&gt;
&lt;br /&gt;
Second - and rather more to the point - he&#039;s sitting on spawn node 118 (he hasn&#039;t been able to move off it). The problem is that the map module he&#039;s in  (GRUNGE08) doesn&#039;t have a spawn node there (and yes, I&#039;m checking the Windows release, of which there was one version).&lt;br /&gt;
&lt;br /&gt;
In fact, both nodes 117 and 119 are placed miles away, over an entirely different map module (GRUNGE12, that large 20x20 area in the southern-center of the battlescape). That &#039;&#039;certainly&#039;&#039; shouldn&#039;t be the case - all nodes should be placed on a per-module basis (so if you suddenly jump from one module to another while placing nodes, it shouldn&#039;t be possible to jump back again).&lt;br /&gt;
&lt;br /&gt;
I guess there must be something screwy in the [[ROUTES|GRUNGE12.RMP file]], but I haven&#039;t yet looked to see what it might be.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 08:02, 1 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alien garrison ==&lt;br /&gt;
&lt;br /&gt;
I noted down what I killed when I cleared two sites completely playing on superhuman difficulty. I got:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1st stage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;first site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;second site&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;aquatoid&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;tasoth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;tentaculat&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;halucinoid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2nd stage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;first site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;second site&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;aquatoid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;tasoth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;tentaculat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;halucinoid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Looking at these numbers I would guess that the total numbers are around 14 for the first and 22-23 for the second. The  composition seems to be very variable. I also recall missions with more then 10 tentaculats for the second stage. The map size of the first stage seems to be variable as well if I recall correctly.&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s some more numbers (3 missions, Veteran). Please note I&#039;m not the author of the above table. For me, it seemed that the number of aliens on Level 1 and 2 are the same, just very random. So the following is for &#039;&#039;&#039;each level&#039;&#039;&#039;:&lt;br /&gt;
*Tasoth Soldier x5-8&lt;br /&gt;
*Tasoth Squad Leader x1-3&lt;br /&gt;
*Tentaculat x6-7&lt;br /&gt;
*Aquatoid Soldier x2-3&lt;br /&gt;
*Aquatoid Squad Leader x1-3&lt;br /&gt;
*Hallucinoid x1-3&lt;br /&gt;
 --[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 13:07, 13 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
&lt;br /&gt;
As already mentioned in the article there is a substantial recovery if both stages are completely(or maybe only the second is sufficient).&lt;br /&gt;
From the debriefing I got:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;item&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;first site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;second site&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; magnetic navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; sub construction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; learning arrays&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; cryogenics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; implanter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; aqua plastics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;519&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;503&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; reanimation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; score&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2132&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2161&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
In addition there are also the corpses of the approx. 37-39 aliens and their weapons. Since the maps are not that large it seems quite beneficial to clear them completely for the additional 500-700 score points(compared to demolishing the device and running) and the recovery money. By the time you reach the device most aliens should be dead anyway. If there are aliens in the walls or of the map as it happens sometimes you might be robbed of the fruits of your labor however - saving the game before landing recommended.&lt;br /&gt;
--[[User:Tauon|Tauon]] 23:15, 30 October 2010 (BST)&lt;br /&gt;
&lt;br /&gt;
==Appear only after Alien Origins are researched?==&lt;br /&gt;
&lt;br /&gt;
This probably is just a coincidence but on my current game the 1st Artefact Mission appeared some 4/5 months right after I completed research on Alien Origins (who explains them). Just a coincidence or you need to complete research in order for them to appear? Anyone else can check this out? [[User:Hobbes|Hobbes]] 16:57, 6 January 2011 (EST)&lt;br /&gt;
: I have not had the time to look through the save files of my latest campaigns but that would mean that on should not expect a Artefact Mission before May/June earliest. And if memory serves me right I recall a few occasions where I had to fight such missions with gauss weapons and sonic pulsers which in turn means that it was rather early because I tend to upgrade weapons early and delay the alien origin research until I am about to research my first lobsterman navigator/gillman commander/lobsterman commander for the ultimate threat in order to get both T&#039;Leth and the Leviathan with the second lobster Commander.--[[User:Tauon|Tauon]] 09:01, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Edits looking good ==&lt;br /&gt;
&lt;br /&gt;
More useful info here, thanks NKF. [[User:4th Cuirassier|4th Cuirassier]] 08:46, 8 February 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment recovery ==&lt;br /&gt;
&lt;br /&gt;
Packor&#039;s recent update&#039;s alerted me to the fact the 2-parter equipment recovery info on this page hasn&#039;t been updated to reflect the v1.0 vs. v2.0 item recovery differences.&lt;br /&gt;
 &lt;br /&gt;
As mentioned in [[Known Bugs (TFTD)]], v1.0 loses the equipment (including what&#039;s in the Triton) except what you&#039;re carrying. v2.0 keeps everything from the first part if cleared, not just what you&#039;re carrying. &lt;br /&gt;
&lt;br /&gt;
I&#039;ll have a crack at that later tonight - looks like the Colony Assault and Shipping Lane pages need some attention too. -[[User:NKF|NKF]] 02:19, 21 April 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== THE SHORTCUT  - A way to cheat a little. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve only just returned to XCOM TFTD after a long break, so my memory on this is a little fuzzy.  &lt;br /&gt;
&lt;br /&gt;
What I found you could do was fire a Disruptor Pulse missile at the wall of one (or more) of the starting spawn areas on the top level.  You&#039;d have to park your Aquanaut as far as possible from the target point to avoid the blast.   1-2 shots at one wall section might destroy it and create a direct path into the central Synomium chamber.  This way you can complete the main objective without having to meet any opposition.&lt;br /&gt;
&lt;br /&gt;
You could just exit at that point if you want - though you&#039;d be giving up on all that phat lewt!&lt;br /&gt;
&lt;br /&gt;
I&#039;m putting this in the discussion page for now, as I&#039;m not sure you want possible cheats/exploits up on the main page.&lt;br /&gt;
&lt;br /&gt;
: Due to the randomness of the layout, you would have to start quite near the synomium chamber for it to work. However, a small variation of this requires you to find the black chamber first (mouse cursor probing, or actual scouting), then fire a DPL in the area and angle it up towards the synomium device, bypassing the elevator completely. I think standing in one of the passages and firing up with a GC-HE shell or two will work for a more adventurous/low-tech solution. At the very least you won&#039;t have to deal with all the tentaculats in there and just hoof it back to the entry points! [[User:NKF|NKF]] 03:59, 29 August 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Aha!  But you do always start right next to the synomium chamber.  You start randomly in four towers at the corners of the map.  All four corners connect with the synomium chamber, which fills the space between the towers on the top level.  You just need one chap with a DPL in one of the towers.  Having your other Aquanauts spawn in other towers actually helps, because it allows you to orient your DPL guy correctly.  If there are aquanauts in towers both West and South of him then the DPL guy is in the Northeast tower.  He therefore needs to blast a hole in the Southwest wall to access the synomium chamber.&lt;br /&gt;
&lt;br /&gt;
This used to work for me every time.  I even stopped doing it for a while because I felt I wasn&#039;t playing the game the way it was meant to be played.&lt;br /&gt;
&lt;br /&gt;
The only random element is the initial placement of the Aquanauts.  Unlike the colony missions, all the Aquanauts will start within - or immediately below - one of the towers.  If your DPL guy isn&#039;t in place at the top of a tower, it is easy to move him there.&lt;br /&gt;
&lt;br /&gt;
== Synonium? ==&lt;br /&gt;
&lt;br /&gt;
Why is this a spelling variant of the correct Syno&#039;&#039;&#039;m&#039;&#039;&#039;ium? Just to note, this is the spelling in-game and in the text files. Can I change the spellings to the correct one? --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 05:19, 4 June 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Scoring&amp;diff=72084</id>
		<title>Talk:Scoring</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Scoring&amp;diff=72084"/>
		<updated>2016-05-09T03:59:30Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* TFTD */ My opinion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Losing the game through finances - currently it suggests you lose if you are over $1 million in debt twice in a row, my tests seems to suggest they dont mention it until you are around -$1 million (not sure of exact figure yet, -$500k was okay though in a few tests). Just over -$1.6 million i got a warning three times out of four, the other time I lost the game (in February, so you dont need two in a row). At -$2.6 I lost 4 times of 8, at -$16 million it was 3/6, -$536 million 2/4. Seems like a boundary condition of a million in debt, then 50/50 you lose each month you are over that.&lt;br /&gt;
&lt;br /&gt;
Checked the boundary, its actually $1,000,001 dollars overdrawn at the start of the new month (after council funding in, maintenance out), and i lost 1 out of 2 on february with that much debt, so presuming still you lose 50% of the time if past the boundary.&lt;br /&gt;
&lt;br /&gt;
Will update the page to reflect this.&lt;br /&gt;
&lt;br /&gt;
--[[User:Sfnhltb|Sfnhltb]] 12:12, 2 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Amitakartok: I&#039;ve personally had the number of funding nations reduced to a lone holdout.  This means that if you can lose by losing all countries, the only way to do it would be to lose every single nation on the funding council. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:49, 18 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
: Just to elaborate a bit, if you do a little editing in diplom.dat so that all the countries sign a pact at the end of the month, the game doesn&#039;t end. Losing all the countries (even if it is possible) isn&#039;t one of the ways to end the game. --[[User:Zombie|Zombie]] 00:16, 19 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
Thank you for the response, Zombie; I&#039;ll edit that bit out of the main page.  On a second note...I don&#039;t think the data about scoring is strictly accurate.  I think that if you&#039;re running a deficit on your money and are below the amount the funding council likes, or have a bad score, it&#039;s not two consecutive months.  It&#039;s simply that you have a 50% chance of being shut down.  I say this because in prior games, I&#039;ve had a poor score in a single month and got shut down at the end of the month.  Similarly, I&#039;ve run bad scores sometimes more than three months in a row and kept getting warnings about POSSIBLY getting shut down, but never actually do.   I haven&#039;t tested this with money, but any insight into the situation?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:21, 19 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Well, I haven&#039;t done much editing to see what happens when funds are low. [[User:Sfnhltb|Sfnhltb]] did some tests on this (see top of this page) and his results seem to indicate a 50% chance your game will end if funds are below $1 million for even one month. So that basically backs up your observations. I would assume it also applies to score as well and there would be a 50% chance of getting shut down &amp;lt;b&amp;gt;every month&amp;lt;/b&amp;gt; if your score falls below the skill-modified &amp;quot;bad&amp;quot; score level. --[[User:Zombie|Zombie]] 00:50, 19 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
Yeah, that&#039;s what I&#039;m thinking.  Currently it says that if you run a bad score for two consecutive months, they make you close up, but as I&#039;ve noted, that doesn&#039;t seem to be the case.  You want the honors?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:52, 19 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Ok, I just did some testing on score right now and it brought back a flood of old memories. See, I did some tests on this long ago and noticed something strange. With a score of -2062 for one month, the game always starts by giving a warning. If you reload the game, it terminates the project. Reload again and the game gives a warning. Reload again and it terminates. So here is where the 50% chance comes into play. This would indicate the roll isn&#039;t random, it&#039;s predetermined since the result is structured.&lt;br /&gt;
&lt;br /&gt;
:Let&#039;s say you get a warning. Instead of loading the game, try aborting and then loading the game. The game only gives warnings now. See? Reloading the game without aborting plays a role in the result. But performing a fresh load always gives a warning and never terminates the project. So, I&#039;ll have to say the 50% deal only happens if you save a game and reload, the &amp;quot;true&amp;quot; result is that the game only gives a warning the first month. Confusing, eh? I&#039;ll have to test on the second month to see if the 2-month rule really applies. I bet it does. --[[User:Zombie|Zombie]] 01:35, 19 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
: Edit: the second bad month I had a score of -1663. Same deal as before. Initially it gives a warning, but if you reload the game without aborting it shuts you down. Therefore the 2-month rule doesn&#039;t apply either. Its a bug basically. An exploitable bug to be more specific. See the importance of thorough testing now? :O --[[User:Zombie|Zombie]] 01:46, 19 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
Wow, quite a find!  I barely have the knowledge base for hacking and can struggle through it, but yeah, that shows what tests can do.  In any case, that&#039;s a ridiculously simple bug to be exploiting, considering the amount of time one month of gameplay can take after including all the missions; many people will save and reload at least a time or two unless they&#039;ve set the whole day aside!  This should be added to the Exploits page, then...again, you want the honors? [[User:Arrow Quivershaft|Arrow Quivershaft]] 03:16, 19 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:If I don&#039;t get to it, feel free to add away, Arrow. BTW: I just did some more tests, this time with funds. Edited my base to have a ton of Mind/Grav Shields and 250 Scientists/Engineers, then knocked my kitty down to $0. At the start of the next month I would be -$9,968,000 in the hole - enough to be below the $2 million debt level. It works exactly the same way as score, if below the level you just get a warning that month. Reload the game after that and you face automatic termination. Reloading after that and you get the warning again. Of course, if you abort and load the game, you always get the warning first. Not sure if the debt level is -$2 million or -$1 million as Sfnhltb mentioned, so I&#039;ll need to run some more tests. Anyway, it&#039;s an exploitation plain and simple no matter which way you look at the issue. --[[User:Zombie|Zombie]] 16:22, 20 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Alien Scoring: details? ==&lt;br /&gt;
I was thinking about [[Scoring#Alien Scoring|how aliens score]] and I had a bunch of unanswered questions...&lt;br /&gt;
* Does being shot down count as &amp;quot;landed&amp;quot;?&lt;br /&gt;
* Is there a time component for alien landing? Ie: Is it 2 points per instance an O becomes an X on the geoscape, or is it 2 points per &#039;&#039;30 mins&#039;&#039; a ufo has landed? (or per some other unit of time?)&lt;br /&gt;
* For abduction and harvest missions, what counts as &#039;&#039;&amp;quot;success&amp;quot;&#039;&#039;?&lt;br /&gt;
* What&#039;s the maximum number of successes?&lt;br /&gt;
* Is it only if the ufo flies off to space unmolested?&lt;br /&gt;
* Is it each time it lands/takes off? (Ufos like to hop multiple times on those missions.)&lt;br /&gt;
* Each time it lands, does it harvest multiple times, resulting in 30 x 4= 120 score if lands once but makes off with 4 cows?&lt;br /&gt;
* When does it tick the score? On the act of landing, or the act of taking off, or on a certain time unit?&lt;br /&gt;
* Does it count as success if a ufo is shot down but a squad is never sent in to clean it up? (Crash just expires.)&lt;br /&gt;
&lt;br /&gt;
BTW I assume that a player can view the total alien score by looking at the alien activity graph in the graphs menu. (Someone confirm?)&lt;br /&gt;
&lt;br /&gt;
My gut tells me that a ufo can be &amp;quot;successful&amp;quot; multiple times in a single mission. Plus they continue to score if crashed and that crashing is effectively the same as landing. I base this on my general observations of the graphs rather than real testing. Without some extra ways to score over and above [[Scoring#Alien Scoring]] (or a more complex way of using that table) a typical ufo would get 10 points (20 if it was lucky) in my games. It&#039;s normally shot down as soon as it slows down enough to be caught, then it&#039;s immediately salvaged. The actual result of alien scores is much much higher.&lt;br /&gt;
&lt;br /&gt;
Ufos score quickly while flying, and still continue to gain score after I&#039;ve shot it down. (They would score slowly at first with a big jump at the end as they left if the opposite were true.) Plus it seems as though they often get a lot of score even if I shoot one down and immediately land to clean it up. 1 point per 30mins + 2 points (per 30mins or not) would be negligible if they weren&#039;t getting some mission score on top.&lt;br /&gt;
=== Example ===&lt;br /&gt;
A harvester ship on a harvest mission.&lt;br /&gt;
It flies over China for 5 hours. Lands for 10 hours. Flies for 6 hours, lands in Japan for 7 hours. Takes off and is immediately shot down by an interceptor waiting for it. The wreckage lasts for 3 days before disappearing. No UFO Crash Recovery mission attempted.&lt;br /&gt;
How much do the aliens score? I would guess:&lt;br /&gt;
(5hrs/.5 x 1)+ 30 +(10hrs/.5 x 2) + (6hrs/.5 x1) + 30 + (7hrs/.5 x2) + 30 + (72hrs/.5 x 2)&lt;br /&gt;
= 10 + 30 + 40 + 12 + 30 + 28 + 30 + 288&lt;br /&gt;
= 468 alien score&lt;br /&gt;
&lt;br /&gt;
That seems high, way too high compared to actual. Cutting out the last variable (over half the total) is more reasonable. But I don&#039;t have a lot of data on that as I rarely leave a salvaged ufo, and always feel like I messed up if I have to. However I&#039;m still pretty sure that a crashed ufo continues to tick the score. Maybe it goes to per day instead of per 30 mins? I don&#039;t know.&lt;br /&gt;
&lt;br /&gt;
Anyone done any testing along these lines?&lt;br /&gt;
&lt;br /&gt;
BTW I&#039;m surprised that there isn&#039;t a wiki page for graphs, and alien scoring is barely mentioned across the whole site. It&#039;s a very important source of tactical information. I look at the aliens score every 12 hours or so to see if it&#039;s changed. If it has changed I can figure out where the aliens are and send in the planes. It effectively gives me world wide radar coverage long before I have HWDs, or even a 2nd base.&lt;br /&gt;
--[[User:Brunpal|Brunpal]] 11:27, 5 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;i&amp;gt;Does being shot down count as &amp;quot;landed&amp;quot;?&amp;lt;/i&amp;gt; Not only does it not count, the alien score per game-time half-hour (as reported in the graphs, which are completely accurate) for a shot-down UFO is 0.&lt;br /&gt;
:: &amp;lt;i&amp;gt;For abduction and harvest missions, what counts as &#039;&#039;&amp;quot;success&amp;quot;&#039;&#039;?&amp;lt;/i&amp;gt; Same criterion as any other mission: the UFO disappears from the Geoscape on-schedule.  Note that only an Avenger goes fast enough to even consider catching up to a UFO on a escape track, and obviously TerrorShips&#039; normal escape is a terror site.&lt;br /&gt;
:: &amp;lt;i&amp;gt;Ufos score quickly while flying, and still continue to gain score after I&#039;ve shot it down.&amp;lt;/i&amp;gt;  Because not all of them are shot down.  In particular, the game &amp;lt;b&amp;gt;starts&amp;lt;/b&amp;gt; with two UFOs at once, and only one of them is guaranteed to be working in your first bases&#039; region of operations.  So if you shoot down one UFO, that ufo is not scoring; the other one is.  This gets really ugly if the other one isn&#039;t even in Interceptor range (it happens, although Base Nigeria means it doesn&#039;t happen a lot.)  Things will get much clearer in-game once you have total-coverage hyperwave decoder detection.&lt;br /&gt;
:: &amp;lt;i&amp;gt;However I&#039;m still pretty sure that a crashed ufo continues to tick the score. Maybe it goes to per day instead of per 30 mins? I don&#039;t know.&amp;lt;/i&amp;gt; Mere confidence in categorical falsity doesn&#039;t make it so.  Crashed UFOs do not tick up the score at all; furthermore, there is no special score tick for midnight (Skyranger just takes too long to get to a Siberia shootdown from Base Nigeria, so this was easy for me to test &amp;lt;i&amp;gt;in vivo&amp;lt;/i&amp;gt;.) --[[User:Zaimoni|Zaimoni]] 16:50, 5 August 2008 (CDT)&lt;br /&gt;
:::&#039;&#039;the game starts with two UFOs at once, and only one of them is guaranteed to be working in your first bases&#039; region of operations.&#039;&#039; I&#039;m aware of that. I&#039;m not talking about the first day of the game, and I&#039;m not simply forgetting to count one as you suggest. I also have total coverage with HWDs and seen the score behavior I describe above. (I have played xcom more than once in the many years I&#039;ve had it.) I can also tell when the score has changed and when it &#039;&#039;&#039;has not&#039;&#039;&#039; changed so I know and can account for ufos and can discount undetected bases. (Score can&#039;t be flat with an alien base.) In different games I&#039;ve seen the aliens score quickly in rapid jumps that isn&#039;t explained by 1 point per 30mins or 2points per 30mins while landed*. I do know how to read the graphs and I don&#039;t only look at total score. I break it down by region. I&#039;m not going to miss another UFO in the same region as my main base with a HWD and 2 interceptors buzzing around looking for it. I&#039;m certainly willing to accept that a crashed ufo is worth 0, but I&#039;ve seen behavior in the score not explained by [[Scoring#Alien Scoring|the known chart]] and not explained by undetected activity.&lt;br /&gt;
:::BTW *The 2 points while landed &#039;&#039;per 30 mins&#039;&#039; is not listed on [[Scoring#Alien Scoring]].--[[User:Brunpal|Brunpal]] 20:55, 5 August 2008 (PDT)&lt;br /&gt;
==Test results==&lt;br /&gt;
I&#039;ve discovered something while watching the score closely. A battleship on a harvest mission &#039;&#039;&#039;got points soon as the ufo took off&#039;&#039;&#039;. The landed ufo at 18:25 had 60 points in China at ~18:35 it took off and at 18:45 China had 90 points. It quickly flew off the Earth and maybe hit 1 or 2 half hour ticks. It may have scored an extra point or 2 world wide but wasn&#039;t able to see any measurable difference in the graph before OR after it left detection. It only landed the once. It got no extra points for landing, but did tick up points at 2 per 30mins while on the ground. &lt;br /&gt;
*&#039;&#039;&#039;Therefore an alien harvest mission counts as success as it takes off.&#039;&#039;&#039; Leaving the geoscape doesn&#039;t matter at all for score. Hopefully I&#039;ll encounter a harvest mission where an ufo lands multiple times to test if it&#039;s the first or last time it takes off, or every time it takes off.--[[User:Brunpal|Brunpal]] 21:19, 6 August 2008 (PDT)&lt;br /&gt;
*I had a single sectoid harvester on a harvest mission. It landed twice. Watching the score closely it scored 30 points &amp;lt;i&amp;gt;each time&amp;lt;/i&amp;gt; it took off. If I forced it to take off early by sending a skyranger there and then immediately aborting mission, it still got 30 points as soon as it took off. Therefore a single ufo can &#039;&#039;succeed&#039;&#039; at a mission multiple times.[[User:Brunpal|Brunpal]] 19:51, 7 August 2008 (PDT)&lt;br /&gt;
*Single terror ship on a terror mission. It did not land. I ignored it for the total 7 hours it was on Earth. World wide score ticked up a total of 14 points. (1 point per 30mins) It did not get any mission points which is the expected result.--[[User:Brunpal|Brunpal]] 11:36, 18 August 2008 (PDT)&lt;br /&gt;
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:A Terror Ship on a Terror Mission sometimes will not land if you shoot down the scouts before the Terror Ship(which will also read as on a Alien Terror mission).  Instead, it will randomly wander around the map for a bit, but since it lacks a city to target, will do nothing, and eventually leave.  Since it did not do its job(spit a bunch of aliens into a major population center), this would stand to reason it would not have accomplished its task and thus would not earn &amp;quot;Mission Completed!&amp;quot; points.  (For reference, Terror Ships which have a city as a target will steam towards that city at maximum speed.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 11:41, 18 August 2008 (PDT)&lt;br /&gt;
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: The first TerrorShip (indexing 2/0) [[UFO Flight Patterns#Terror_UFOs|need not land]] even if you do not shoot it down, so it should not get mission points. --[[User:Zaimoni|Zaimoni]] 10:08, 19 August 2008 (CDT)&lt;br /&gt;
:Yup. I&#039;m aware of that ufo behavior being normal. I&#039;m just examining the effects on score. Nothing weird happened that&#039;s why I called it an &amp;quot;expected result&amp;quot;.--[[User:Brunpal|Brunpal]] 15:03, 28 August 2008 (PDT)&lt;br /&gt;
*Single snakeman large scout on a terror mission. It landed in remote area. I took a save as soon as it landed, and as it took off 6 hours later. Comparing alien.dat values it gained 33 points. Expected value is 24, not 33. (=6hrs/.5 x 2 points). Even if the ufo double counted the start and end blocks as landed and flying at the same time this doesn&#039;t account for 9 points. Watching the graph carefully every few seconds there was a jump in score as it took off so that&#039;s when it got the extra 9 points. &amp;lt;b&amp;gt;Therefore unexplained increase in alien score has been found.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Same Ufo flew for an extra 5 hours and landed 2nd time for 6.5 hours. 46 points tallied in this time. Expected should be 10 points for flying and 26 while landed for 36 total. Something else is interesting about these numbers; If the ufo was landed for the full 11.5 hours instead of flying around looking for a spot to land it would have scored 46 points according to the known 2 points per 30 mins for landed ufos. Assuming I was a little slow on my reactions the first time, aliens scored a bonus 10 points for taking off both times. &#039;&#039;&#039;This is either a flat bonus of 10 points for a tiny terror &#039;&#039;mission succeeded&#039;&#039; or perhaps a revaluation of the time it spent flying as 100% landed.&#039;&#039;&#039;--[[User:Brunpal|Brunpal]] 14:52, 28 August 2008 (PDT)&lt;br /&gt;
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&lt;br /&gt;
==Destroying Larger Craft and Skyranger Being Shot Down==&lt;br /&gt;
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Jasonred: In answer to your comments, this data is taken straight out of the executable.  There is no practical way to destroy the larger UFOs.  To ground a UFO(crash-land), you need to deal more than 50% of its HP in damage to it.  To destroy it, you have to deal 100% or more of its HP in damage.  This precludes X-COM from destroying the Supply Ship, the Terror Ship, and the Battleship(outside of glitched or hacked craft weapons).  However, it IS possible, albeit &#039;&#039;&#039;incredibly&#039;&#039;&#039; unlikely, for X-COM to destroy the Harvester and Abductor with twin [[Fusion Ball Launcher]]s.  Craft weapons deal between 50% and 100% of their damage listed in the UFOpaedia.  The FBL has 100% accuracy...if the first two FBs hit and deal minimum damage(115 each), they would deal 230 damage to the UFO...below the 250 needed to crash it.  The next shot, both hit again, and if they do more than 270 damage, the UFO will be vaporized.  So while you can destroy up to medium sized UFOs, its very unlikely you&#039;ll incinerate anything larger than a Large Scout.&lt;br /&gt;
&lt;br /&gt;
As for shooting down the Skyranger, that can only happen if the game has been edited to allow the Skyranger to mount weapons(XComUtil does this).  Then you can send it into battle and let it get shot down to your heart&#039;s content.  Of course, you lose the same points if it&#039;s lost on a ground mission.  The reason the Skyranger has &amp;quot;Shot down&amp;quot; points and the large UFOs have &amp;quot;Destroyed&amp;quot; points in the executable has very little to do with how feasible it is and a lot to do with preventing crashes and keeping the data reading code simple.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:42, 26 February 2009 (CST)&lt;br /&gt;
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:Hmm... can you destroy those craft by assigning multiple craft armed with Fusion Ball Launchers at them? Assuming that you get simlutaneous hits?&lt;br /&gt;
:As for the skyranger, it CAN get blown up, quite easily... just set your skyranger to Aggresive Attack... despite not having weapons, it will close in to point blank range, and will soon get shot down. [[User:Jasonred|Jasonred]]&lt;br /&gt;
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The larger craft?  No, because as soon as the UFO goes over 50% damage, it crash-lands.  Shooting more guns at it will simply make it crash faster, since the faster you shoot, the faster you get above 50%, but you&#039;re still incapable of dealing out more than 460 damage in a single attack, which means you aren&#039;t able to breach that rather large gap between 49% damage and 100% damage.  As for the Skyranger, in order for it to be able to intercept at all, a craft must have a hardpoint on it(even if no weapons are mounted.)  A Skyranger in a default game  can&#039;t even be sent to intercept a UFO, as it has no hardpoint.  XComUtil will give the Skyranger a hardpoint by default, thus allowing it to intercept UFOs and shoot them down and get shot down.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:34, 26 February 2009 (CST)&lt;br /&gt;
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NO, you can always launch a skyranger to intercept a UFO. In fact, you SHOULD often do this, since it&#039;s better to start tailing it before it lands, rather than wait for it to land first. I just checked, you can definitely do so. The only problem is that just about any UFO can outrun your skyranger.&lt;br /&gt;
As for the multiple aircraft, I was hoping that the UFO would start to crash land, and be hit by the Fusion Balls in mid-air. Similiar to how mounting 2 Fusion Ball Launchers instead of 1 will let you destroy a large scout instead of forcing it to crash land?&lt;br /&gt;
[[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 22:10, 26 February 2009 (CST)&lt;br /&gt;
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:: I must concur that you can indeed &amp;quot;attack&amp;quot; a UFO with an unarmed Skyranger in the plain vanilla non-X-Comutil games. Back in my n00b days, I used to send them out against UFOs to soak up some damage to give the interceptors a fighting chance. They have more hitpoints than the Interceptor. Though since discovering that the fire rate vs. individual interceptor varies independently of the interceptor&#039;s range to the UFO (say if you had two engaging a UFO at the same time, one at aggressive firing range will get attacked a lot more frequently than one at cautious range), I&#039;m beginning to wonder if they ever did split their attacks. Oh yeah the Skyranger&#039;s also the last ship you want in a dogfight, since it can&#039;t really keep up, but still... -[[User:NKF|NKF]] 23:15, 26 February 2009 (CST)&lt;br /&gt;
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Yes... I wonder about this myself. Must check how much damage is received when I attack a battleship with 1 avenger, 2 avengers, 3 avengers,  4 avengers. In theory, 4 avengers kill a battleship in 1/4 the time taken by 1 avenger. Therefore, the battleship should only perform 1/4 TOTAL damage, compared to 1 avenger. Therefore, on average, 4 avengers should receive 1/16 damage EACH.&lt;br /&gt;
It doesn&#039;t seem like that, to me. I suspect that the UFOs get to fire at all your ships at the same time. Cunning evil bastards.&lt;br /&gt;
Can someone test this out for us?&lt;br /&gt;
... yes. Those skyrangers have a LOT of HP. [[User:Jasonred|Jasonred]] 23:35, 26 February 2009 (CST)&lt;br /&gt;
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:Just found this comment - I did indeed to the &amp;quot;1 Avenger, 2 Avenger, 3 Avengers, 4&amp;quot; test. Well sort of. I was seeing how long the Avengers take to get shot down, rather than how long the Avengers take to shoot the UFO down. Here&#039;s a link to the stuff. &lt;br /&gt;
&lt;br /&gt;
[[Talk:UFO Interception#Survival Time of Multiple Attackers]]&lt;br /&gt;
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It&#039;s not the most rigorous of tests but it&#039;s not totally sloppy either. YMMV, as they say. [[User:Spike|Spike]] 15:39, 9 August 2009 (EDT)&lt;br /&gt;
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==Stunning Civilians==&lt;br /&gt;
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&#039;&#039;&amp;quot;Yes Major, I&#039;ve met some stunning civilians in my time... now where was I? Oh yes. Review of the advisability of the use Stun-type weapons on civilians in a terrorist-type situation, for their own protection, obviously. The fact that it &#039;&#039;&#039;hugely&#039;&#039;&#039; simplifies X-Com&#039;s tactical situation during the Op is just an added bonus, don&#039;tcha know?&amp;quot;. &#039;&#039;&lt;br /&gt;
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It looks like when you stun civilians, you do not get the &amp;quot;Civilian is Saved&amp;quot; bonus, but neither do you get the &amp;quot;Civilian Killed by Aliens&amp;quot; penalty nor the &amp;quot;Civilian killed by X-Com&amp;quot; penalty.&lt;br /&gt;
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&#039;&#039;&amp;quot;In conclusion, Major, it seems the Powers-That-Be would really prefer we just let the darned civvies wander about as they please, right in the middle of our Op! Outrageous! How can we be expected to save the world, working under conditions like this. I ask you!&amp;quot;&#039;&#039;&lt;br /&gt;
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[[User:Spike|Spike]] 15:39, 9 August 2009 (EDT)&lt;br /&gt;
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==Captured aliens==&lt;br /&gt;
Okay, I&#039;m hereby challenging the &amp;quot;captured alien&amp;quot; points as they&#039;re written. In my game I have had five captures so far - a Reaper, a Floater Navigator, two Floater Engineers, and a Sectoid Leader. The Navigator and Engineers were in the same mission, so I don&#039;t know what I scored for those, but I scored 0 points for capturing the Reaper and 10 points for capturing the Sectoid Leader. This is in direct contradiction with the point values and explanation given. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:02, 30 April 2016 (UTC)&lt;br /&gt;
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== TFTD ==&lt;br /&gt;
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I&#039;m wondering if we should make a &amp;quot;Scoring (TFTD)&amp;quot; page. While the basic mechanics are the same, there&#039;s a few differences in numbers (among other things, the lose-the-game cutoff differs on high difficulties) and the Artefact Sites have new scoring mechanics.&lt;br /&gt;
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Any opinions? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:17, 7 May 2016 (UTC)&lt;br /&gt;
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:I vote to create the page as I think there are enough differences in scoring between the games to warrant it. --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 03:59, 9 May 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFO_Interception&amp;diff=72083</id>
		<title>Talk:UFO Interception</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFO_Interception&amp;diff=72083"/>
		<updated>2016-05-09T03:54:43Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* When do most people bother intercepting? */ Formatting.&lt;/p&gt;
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&lt;div&gt;==Pursuit==&lt;br /&gt;
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TBD: Discuss pursuit on the Geoscape, bad intercept vector algorithm, speed differences, etc. &lt;br /&gt;
Also re-engaging targets, targets that land, over land vs over water, multiple interceptors.&lt;br /&gt;
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==Engagement==&lt;br /&gt;
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===Interception Attack Modes===&lt;br /&gt;
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[TBD Summarise. Actually the main article already summarises this well.]&lt;br /&gt;
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I noticed recently that the different attack modes have different functions.  I&#039;ll briefly summarize what I saw here, and if someone can confirm, we can add it to the wiki.&lt;br /&gt;
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Cautious Attack: Enter range to fire with longest range weapon.  Pull back to standoff distance if craft takes damage from UFO return fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Standard Attack: Enter range to fire with both weapons.  Pull back to standoff distance if craft takes significant damage from UFO return fire [in one shot?].&amp;lt;br&amp;gt;&lt;br /&gt;
Aggressive Attack: Chase UFO to get as close as possible(64 range units), firing weapons all the way.  Never pull back to standoff distance.&lt;br /&gt;
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Also, the UFO seems to have a greater chance of running away at the more cautious settings, [and vice versa] but that makes sense.  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:29, 29 February 2008 (PST)&lt;br /&gt;
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: I&#039;m not entirely sure what the differences in behaviour regarding pulling out into standoff range when damaged are between the various modes (hadn&#039;t really noticed it too much myself), but the modes mainly function at adjusting the range of the craft and UFO. &lt;br /&gt;
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: In short: out of firing range, longest ranged weapon, shortest range weapon and as close as possible. One note about cautious mode is that it will revert to the next closest &#039;&#039;loaded&#039;&#039; weapon. If the longest range weapon runs out of ammo, the ship will close in to the next best weapon. &lt;br /&gt;
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: It&#039;s odd we left this explanation out, but yeah it needs to be there. - [[User:NKF|NKF]] 02:22, 29 February 2008 (PST)&lt;br /&gt;
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Any Interception craft at &amp;quot;Cautious Attack&amp;quot; that takes damage will attempt to retreat out of range to Standoff distance.  Craft on &amp;quot;Standard Attack&amp;quot; will do the same sometimes.  I see it most often when chasing Battleships with Firestorms or Avengers, and they get knocked good by a shot from the Battleship.  Happens more often with Firestorms, so it&#039;s probably percentage based.  Craft on &amp;quot;Aggressive Attack&amp;quot; will never return to standoff distance unless changed to a different mode or ordered to pull back or disengage; in that mode, the mentality is &amp;quot;Him or me.&amp;quot; &lt;br /&gt;
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I don&#039;t get to see this much anymore because I usually use Aggressive Attack because a lone Avenger can go toe-to-toe with a Battleship and still make it back in fairly good shape(30% damage or so).  A Firestorm can usually manage to limp back as well, but in considerably worse condition.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:25, 29 February 2008 (PST)&lt;br /&gt;
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I&#039;ve changed the main page to show some scepticism as to whether UFO damage vs interceptors increases due to interceptor attack mode. I don&#039;t believe it does. [[User:spike|Spike]] 08:40, 16 August 2014 (PST)&lt;br /&gt;
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====Engaging with multiple craft====&lt;br /&gt;
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If I understand the latest edit, UFOs will not &amp;quot;divide&amp;quot; their fire amongst multiple targets, but will fire at each of them as frequently as they would fire at a single ship.  If that&#039;s the case, is there really any advantage to having all ships engage at the same time?--[[User:Ethereal Cereal|Ethereal Cereal]] 15:29, 5 March 2007 (PST)&lt;br /&gt;
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Thats because whoever wrote it was a moron, thats precisely what doesn&#039;t happen as I finally managed to identify just before writing it. Its tough to tell though, especially as you cant get them all to go in at once, and if you go in on aggressive attack it gets very quick at the end and hard to say whats going on. --[[User:Sfnhltb|Sfnhltb]] 15:43, 5 March 2007 (PST)&lt;br /&gt;
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The most convincing aspect for me anyway was the results - three interceptors armed with plasma mostly going in singly almost always get eaten, three at once (or as close as you can get it, and setting the cycle speed way down helps synchronise them better) nearly always wins and often doesn&#039;t take a single casualty. --[[User:Sfnhltb|Sfnhltb]] 15:47, 5 March 2007 (PST)&lt;br /&gt;
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: From what I can remember, the UFO&#039;s rate of fire gets faster and faster the closer you get to the UFO. I&#039;ve tested this with two different ships with identical armament, with one on aggressive and the other on cautious. The one on cautious fired normally, but the one that got right up to the UFO was exchanging and receiving ammo at a considerably faster rate than the one on cautious. &lt;br /&gt;
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: That still this doesn&#039;t answer the question wether the UFO splits the attacks or fires on the ships normally.  &lt;br /&gt;
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: Still, I find the odds of knocking out a UFO with multiple ships a lot better than to attempt it sequentially. (edit: or mind you if I&#039;d checked through all the edits, all this has been covered already. Oh well.) - [[User:NKF|NKF]]&lt;br /&gt;
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:I did 10 tests each way yesterday from the same save - sequentially 1 win from 10, even that the last interceptor was fully red damage at the end (cant tell the exact numbers, for some reason after the fight the geoscape was zooming out past maximum and crashing to the battlescape). Simultaneous was 9 wins from 10, 0 shot down 2 times, 1 down 4 times, 2 down three times. I then did a few further tries later with all three having slowed the cycle rate down and got 0 shot down 3 times out of 4, as generally the first one in was the one that almost always died if any did, if you can get them all attacking closer together it ensures it doesnt take the first two or two of the first three salvoes. --[[User:Sfnhltb|Sfnhltb]] 05:06, 6 March 2007 (PST)&lt;br /&gt;
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I think some of what&#039;s written at [[Battleship#Weapons]] should be copied over.  I&#039;ve never tried it myself, personally; I don&#039;t bother engaging battleships until I have an Avenger.  What I&#039;d really like is some way to stop Terror Ships before I get Plasma Cannons... two Interceptors armed with Avalanches?  Or does it take three?--[[User:Ethereal Cereal|Ethereal Cereal]] 21:59, 5 March 2007 (PST)&lt;br /&gt;
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:From the encounter I had yesterday, would suggest 3 is needed, it can trash them so quickly that you need to throw in loads. The one thing I noticed was that Avalanches in some ways seemed better than the Plasma cannons because you can get off a 1-2 rounds of missiles before the Plasma even starts firing due to the range difference, which is critical with your paper thin Interceptors vs the Battleships. --[[User:Sfnhltb|Sfnhltb]] 04:56, 6 March 2007 (PST)&lt;br /&gt;
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:2 interceptors with avalanches can bring down a terror ship and make it back to base in one piece.  I think 10 avalanches will kill it.  You do need to do the agressive trick with at least one interceptor to make sure all 6 missiles actually hit.&lt;br /&gt;
:(Never tried interceptors vs battleship, it sounds suicidal.)  --[[User:MB|MB]] 11:56, 6 March 2007 (PST)&lt;br /&gt;
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===Review of Air Combat Mechanics===&lt;br /&gt;
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Moved to its own article [[Air Combat Mechanics]]&lt;br /&gt;
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==Operational and Logistic Aspects==&lt;br /&gt;
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===[[Repairs]]===&lt;br /&gt;
===[[Refueling]]===&lt;br /&gt;
===[[Rearming]]===&lt;br /&gt;
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*Seb76 Loader option to relaunch aircraft before they are fully ready.&lt;br /&gt;
*Add link to &amp;quot;Duty Cycle&amp;quot; discussions &amp;amp; table&lt;br /&gt;
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===Patrolling fuel usage===&lt;br /&gt;
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TBD: Summarise fuel consumption for patrol/not, hybrid/not.&lt;br /&gt;
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I saw somewhere that the skyranger at least uses less fuel when patrolling, but I have this vague recollection that the hybrids don&#039;t. Am I right in this or does it need investigating to determine one way or the other? --[[User:Sfnhltb|Sfnhltb]] 16:05, 5 March 2007 (PST)&lt;br /&gt;
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:You are correct, hybrids don&#039;t conserve fuel while patrolling. Only the originals do. --[[User:Pi Masta|Pi Masta]] 17:15, 5 March 2007 (PST)&lt;br /&gt;
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::That does appear to be the case.  I just tested this with a Firestorm (not an Avenger), and there were a few quirks: fuel consumption was the same whether patrolling or not (which is what you were asking about); fuel readout only decreased in 5% increments (not well-documented); it returned to base when it hit 50% fuel, regardless of distance-to-base (argh).  (Skyrangers and Interceptors will stay out below 50%, based on distance.)  Fuel consumption was 0.5% of total per minute.  &lt;br /&gt;
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::A patrolling Skyranger used up 0.02% of fuel per minute.  A constantly-moving one used up 0.0455% per minute.  This is more or less consistent with what is documented at [[Skyranger]].--[[User:Ethereal Cereal|Ethereal Cereal]] 18:29, 5 March 2007 (PST)&lt;br /&gt;
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==Strategic Aspects==&lt;br /&gt;
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===Scoring vs Location of Intercept===&lt;br /&gt;
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I am currently on 23rd January, so should be able to check whether XCOM Activity relates more or less directly to your pay rise at the end of the month fairly soon, but if it does then clearly you will always want to shoot down UFOs over a sponsor country instead of neutral territory (especially the big scoring recovery missions).&lt;br /&gt;
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--[[User:Sfnhltb|Sfnhltb]] 06:31, 28 February 2007 (PST)&lt;br /&gt;
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IIRC the amount of money you get is randomly assigned, though increase, decrease, or no change is based upon &#039;score&#039;, and the country&#039;s &#039;happiness&#039; with XCOM. I think this can be seen by saving near the end of the month and noting the funding changes on each save (w/o doing anything special), I believe each time they will be random amounts (but again the sign of the change is dependent on the score, directly or indirectly).&lt;br /&gt;
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I&#039;m not sure if a higher score as an effect on the average increase (or conversely lower score with average decrease). It is possible. However I imagine that you are still correct that downing a UFO over a sponsors country is better than over a neutral country.&lt;br /&gt;
[[User:Pi Masta|Pi Masta]] 11:51, 28 February 2007 (PST)&lt;br /&gt;
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:Hmm, we should add a graphic to the wiki showing where the sponsor land masses are.--[[User:Ethereal Cereal|Ethereal Cereal]] 12:22, 28 February 2007 (PST)&lt;br /&gt;
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Yeah I had noticed it was random, I think your starting cash is as well, where the random range comes is was something I will be testing at the end of the current month of the game I am on, which might take a while as I am only playing intermittently (lots of work on atm)&lt;br /&gt;
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--13:11, 28 February 2007 (PST)&lt;br /&gt;
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Don&#039;t bother with the funding deals. I did this looong ago, both at the [http://www.strategycore.co.uk/forums/index.php?showtopic=652 StrategyCore forums] as well as a complete country-by-country funding breakdown at the [http://www.xcomufo.com/forums/index.php?showtopic=7424 xcomufo.com forums]. Granted, this was for the starting funds, not for subsequent months. But I did run about 2000 trials on that scenario and found that funding was random within a certain range. --[[User:Zombie|Zombie]] 14:44, 28 February 2007 (PST)&lt;br /&gt;
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Hmm, well compared to the starting funds that you tested that were almost static overall (unless I am misreading it, +/- 15k or so?), the monthly amount varies a whole lot more, certainly +/- 250k from the average on a given good month I tested briefly to get an idea of it (and could grow more for an even better month I suspect). I would be interested in finding out what exactly affects it, and how responsive it is to key elements you might be able to control (like how beneficial is shooting down more aliens in sponsor country, compared to the same region (if that affects anything at all), and overall.&lt;br /&gt;
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Btw, in case you still are thinking about the question regarding the discrepancy between your income and expenditure at startup, i can tell you where the 1860000 comes from at least - its in LIGLOB (A0611C00 in backwards hex) - its basically the source of the Finance graph (except score, which comes from XCOM.DAT combined with UIGLOB), which of course assigns it all to Maintenance - which in theory could include 1.7 million for the planes, 300k for the scientists, 250k for the engineers, 160k for the soldiers, and 224k for the maintaince of facilities of the base, so it doesnt solve it, but at least you can eliminate paying for things in trying to work out what it is.&lt;br /&gt;
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The most obvious answer here is that you pay for craft rental (1.7 mill) and your soldiers (160k) = 1.86 million, and you dont pay for the scientists, engineers or base maintainance. --[[User:Sfnhltb|Sfnhltb]] 16:41, 28 February 2007 (PST)&lt;br /&gt;
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The monthly funding (according to the OSG) is determined by these two equations:&lt;br /&gt;
&lt;br /&gt;
Alien activity in country + (Overall alien activity/5)&amp;lt;br&amp;gt;&lt;br /&gt;
X-COM activity in country + (Overall X-COM activity/10)&lt;br /&gt;
&lt;br /&gt;
These numbers are compared and if the alien score is greater than X-COM, the country decreases funding by a random amount, but no less than 20%. If X-COM is greater than the alien score, the country increases funding by a random amount, but no greater than 20%. I&#039;m not sure what the upper or lower  boundary is. It could be 0%. Who knows, the frequency of the non-20% limits may increase as score does. Suppose the easiest way would be to edit alien score to 0 and X-COM score to something high and check the results. That would correspond to &amp;quot;EXCELLENT&amp;quot; on the End Of Month report. Another test is to edit both X-COM and alien score to zero and check the funding there. This would correspond to &amp;quot;OK&amp;quot; on the EOM report. One thing is for certain, it would take a great many reloads to form any type of conclusion. One of these days I&#039;ll have to write up an AHK script and dedicate some computer time to this project. It won&#039;t be right away though. --[[User:Zombie|Zombie]] 21:47, 28 February 2007 (PST)&lt;br /&gt;
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:Ah, that explains something I was seeing - basically if you get double the Alien score, everything is good, if you are less than that everything is bad. When using very large numbers that is, to minimise other factors.&lt;br /&gt;
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:I think the increase is between 5-20%, if they come up as happy. But sometimes even with the same scores they turn out just to be satisified (current game I am playing, overall score 2.6k, alien score was 132 (and I think quite a bit of that I am double counting, country and region)&lt;br /&gt;
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:And yeah, no matter how high the XCOM scores went (very high values in the 4th byte didnt register, but I could get 30k or 60k I think, and there was no change in the range of values to cursory inspection at least. I am fairly sure that happy/satisfied/unhappy is an on/off switch that is fired by a comparision of the scores in a manner as you list above (but there is some randomness in it however).&lt;br /&gt;
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:The scale of the increase in funds seems to be based entirely on the existing funding level, so basically you just get a random percentage value within fixed limits (5-20% on the upswing, havent explored going down enough to say with enough confidence). If US is paying out 10 Million (and you have removed the funding cap, or it wont go higher), values are in the range of 500k to 2 Million if it increases, or 0 if they are only satisfied.&lt;br /&gt;
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:There isnt a whole lot of random numbers it rolls either, which you see with that nice round 10 mill, you get nice neat values spread out every 100k (rounding issues would make it look like there were more possibilities with a smaller existing fund). So its a random int between 5 and 20. Going down is probably a mirror image I would guess, but thats not got any real evidence behind it. --[[User:Sfnhltb|Sfnhltb]] 18:16, 1 March 2007 (PST)&lt;br /&gt;
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==When do most people bother intercepting?==&lt;br /&gt;
I&#039;ll be frank, I usually don&#039;t bother. The Elerium and loot is worth more than the UFO Downed points (funding changes are typically on the order of half a million or less; one Medium Scout and one Large Scout saved from Power Source detonation give $660,000 just in extra Power Sources and Navigations), and I can handle a night mission or two. I only bother intercepting in a few cases:&lt;br /&gt;
*&#039;&#039;&#039;Small Scouts&#039;&#039;&#039; - Downing them doesn&#039;t lose anything. Destroying them loses the alien&#039;s gun, but they don&#039;t generally land and downing them safely is nearly impossible before advanced craft. Pretty easy choice.&lt;br /&gt;
*&#039;&#039;&#039;Alien Retaliation&#039;&#039;&#039; - Nothing on that mission ever lands recoverably, so this is another no-brainer.&lt;br /&gt;
*&#039;&#039;&#039;Terror ships performing Alien Terror&#039;&#039;&#039; - They don&#039;t land recoverably. See above.&lt;br /&gt;
*&#039;&#039;&#039;Alien Base flotillas&#039;&#039;&#039; - Unless you&#039;ve got multiple squads, you can&#039;t Ground Assault all four ships in the flotilla. And shooting down some of them breaks up the flotilla (because any that haven&#039;t spawned yet will get delayed), so you can get in two Ground Assaults instead of potentially only one. I&#039;ll take two Ground Assaults and two Crash Recoveries over a single Ground Assault any day.&lt;br /&gt;
*&#039;&#039;&#039;Alien Infiltration&#039;&#039;&#039; - Not only is there a five-ship flotilla at the end, but Alien Infiltrations have a large and direct impact on X-Com&#039;s financing in addition to the points issue. You can&#039;t stop them, of course, but you can delay them, and since the mission repeats until all countries in the region are infiltrated, the delays are cumulative (potentially keeping countries in for several months longer than they would otherwise have lasted). So I generally shoot down as many of these as possible.&lt;br /&gt;
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I just kinda wonder what we should say about this dilemma and where we should say it. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:57, 7 April 2016 (UTC)&lt;br /&gt;
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: I think this is really best left up to the judgement of the player as the ability to get to a landed UFO can be quite situational. In the early game, unless you are plain lucky or have lots of bases, your Skyranger is most likely not going to be able get to every landed UFO in time. You need the ability to shoot down the UFOs in this instance if only to get some work at the lesser reward. Later in the game you have more options on how to approach the UFOs as you spread out and get better tech to find and deal with them. This is when you can start going for landed UFOs. Much later into the game you&#039;ll have enough resources that you end up shooting down the UFOs down simply for the sake of shooting them down and ignoring the crash sites. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 06:11, 7 April 2016 (UTC)&lt;br /&gt;
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I don&#039;t find it difficult at all. You usually detect UFOs on the flight in (or on the flight out, but in that case you can&#039;t do anything about them anyway). When you detect it, you send an Interceptor to shadow it and a Skyranger to the area it seems to be heading for, changing it to intercept when it gets close enough. Maximum time for the Skyranger to arrive in any location is 14 hours and it&#039;s usually a lot less; you&#039;ll generally be detecting the UFOs 4-5 hours before they land and they land for several hours. It&#039;s rare that you&#039;ll actually be unable to get there until you&#039;re dealing with actual antipodes (and at the point you&#039;re running Hyper-Wave Decoders on six continents, you&#039;re in most cases getting instant detection on UFO appearance, giving you significantly more time). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:39, 7 April 2016 (UTC)&lt;br /&gt;
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Oh, something else that factors in that I forgot to mention: interception draws Retaliation, while Ground Assaults don&#039;t. Intercepting too early on Superhuman is one of the more plausible ways to lose outright, because if you get a Sectoid Retaliation on your main base in January you&#039;ll have a very hard time recovering. Later on, of course, the Retaliation spiral (Retaliation -&amp;gt; shoot down scouts to avoid Base Defence -&amp;gt; more Retaliation) is a good thing for X-Com, but starting it too early is suicide. I know my first attempt at TFTD Superhuman came to an ignominious end that way. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:22, 7 May 2016 (UTC)&lt;br /&gt;
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:I agree with a lot of points everyone brings up. For me, the decision to intercept instead of going for the landed UFO or ignoring it altogether is situational. Mostly it depends on UFO mission type, craft type, location, severity and quantity.&lt;br /&gt;
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:*&#039;&#039;&#039;Mission Type&#039;&#039;&#039;: Early in the game you need points to keep your score up in order to eclipse what the aliens can manage themselves and you also need alloys/elerium/bodies/weapons etc for research/manufacturing/funds. If a mission UFO is going to land, I&#039;ll wait for it to do so. Why bother wasting a missile on it? (Pending night time missions may prompt an interception to make things safer/easier). Obviously, if there is going to be a Terror Mission, I&#039;d much rather shoot the UFO down so I don&#039;t have to deal with the hefty penalty if the mission goes pear shaped, or to defend the stupid civilians. Alien Resupply? C&#039;mon, it always lands so you might as well wait (or ignore). Retaliation? Might as well shoot everything down, you don&#039;t want to lose country funding. Research? Ignore for the most part, unless nothing is going on. Harvest? Wait - most land and the ships are easy to recover. Abduction? I normally shoot these down if possible. While not overly critical, I don&#039;t want the aliens to get too many points. Alien base building? Yeah, I&#039;ll try to, especially with the tougher races. Otherwise the base itself is faster to take out than the UFOs building it.&lt;br /&gt;
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:*&#039;&#039;&#039;Craft Type&#039;&#039;&#039;: With Small Scouts, it&#039;s faster to just shoot them down and destroy them outright rather than waste an X-COM ship with weaker weapons on it. Medium or Large Scouts I&#039;ll try to let land. Same for harvesters or abductors. As I mentioned above, wait for the Supply Ships to land and shoot down the Terror Ships. Battleships are the only ship where I have to make a decision on it. Can my troops handle it? Can my ships handle it? Will it land on it&#039;s own? What is the race? What is the mission? Those all factor into a final decision.&lt;br /&gt;
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:*&#039;&#039;&#039;Location&#039;&#039;&#039;: If an alien mission is being carried out halfway around the world, I&#039;m more likely to shoot it down as it takes time for the Skyranger to get there.&lt;br /&gt;
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:*&#039;&#039;&#039;Severity&#039;&#039;&#039;: As mentioned above, a mission with a higher severity will be met with interceptions.&lt;br /&gt;
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:*&#039;&#039;&#039;Quantity&#039;&#039;&#039;: If the UFOs arrive one at a time with days between landings, you can go after them while landed as there isn&#039;t a rush. What throws a spanner into the works is when the ships arrive in a big wave or group. If all of them are going to land, you can probably get to at least a couple before the rest take off and leave for good so I usually shoot down most of them and leave a couple. Visit the landed ones first, then go after the crashed ones when time permits. --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 03:52, 9 May 2016 (UTC)&lt;br /&gt;
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=Misc=&lt;br /&gt;
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==Old Chat==&lt;br /&gt;
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===Ye Olde Bayse Maynetaynanse===&lt;br /&gt;
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Of course the thing that has lead me onto, is trying to work out how it calculates base maintenance. A lift only new base costs 30k (4k for the lift, 26k extra somewhere), and a vanilla starter base costs 224k, but the parts only add up to 169k, so the extra unassigned part raises to 55k. Whats going on?&lt;br /&gt;
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So I dismantle the starter base (after dumping all loose objects like people, planes and guns), the first Hangar drops the cost by 10k (not 25k), the next one by 4k (huh?), then 10k again for the last hangar, workshop drops it by 35k (correct!), the radar drops it another 35k (way high!), the living quarters are 30k, the lab 35k (a bit high), the stores 35k (massive - 7 times what it should be), and the lift 30k (4k in UFOpedia).&lt;br /&gt;
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I thought maybe this was messed up somehow because of being the starter base, but it seems to behave the same way in new bases - as I say empty base with lift 30k, lift + stores + small radar = 95k, adding alien containment, stores, living quarters to starter base is 55k up on the starting cost (second stores 10k off when removed, second living quarters 10k, alien containment 35k)&lt;br /&gt;
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So the same facilities take different maintainance depending on how many you have of them (it seems), and most of them cost different to what it says they do. No idea what the relationship or reasoning is behind all of this.&lt;br /&gt;
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--[[User:Sfnhltb|Sfnhltb]] 17:05, 28 February 2007 (PST)&lt;br /&gt;
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:No what&#039;s happening is that there are completed &#039;empty&#039; modules. When you dismantle a facility it doesn&#039;t set the days to build to 255 like it should, and instead just puts the dirt tile there. Apparently these completed dirt modules take monthly maintenance (but isn&#039;t shown in the monthly costs IIRC). If you want me to find the post I can, but this is something I&#039;m familiar with and in fact the &#039;editor&#039; I&#039;m making (PyXCom) should be able to fix it. (another thing is even if you build something and dismantle it before it&#039;s built, it will still count down and suck your money away)&lt;br /&gt;
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:Atleast I think this is the issue you are having. [[User:Pi Masta|Pi Masta]] 19:57, 28 February 2007 (PST)&lt;br /&gt;
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No I worked it out, I added the basic details to [[Known_Bugs#Facility_Maintenance_Costs]], there might be something additional as you say, as destruction a facility doesnt clear the construction counter as you say - in fact you can see that it keeps construction counters from previous saves as well at times, the clearest indication its doing stuff like this is if you start a game and name your first base something long, say &#039;ABCDEFG&#039;, and then start again and make a new base with a one character &#039;X&#039;, in the BASE.DAT you will see something like &#039;X CDEFG&#039; (the space indicating actually a null (00) to show end of string). So when you save it doesnt 100% overwrite all bytes, just the minimum it needs to save the information for your current save (which may have errors like you suggest).&lt;br /&gt;
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--[[User:Sfnhltb|Sfnhltb]] 20:03, 28 February 2007 (PST)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFO_Interception&amp;diff=72082</id>
		<title>Talk:UFO Interception</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFO_Interception&amp;diff=72082"/>
		<updated>2016-05-09T03:52:57Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* When do most people bother intercepting? */ A few reasons.&lt;/p&gt;
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&lt;div&gt;==Pursuit==&lt;br /&gt;
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TBD: Discuss pursuit on the Geoscape, bad intercept vector algorithm, speed differences, etc. &lt;br /&gt;
Also re-engaging targets, targets that land, over land vs over water, multiple interceptors.&lt;br /&gt;
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==Engagement==&lt;br /&gt;
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===Interception Attack Modes===&lt;br /&gt;
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[TBD Summarise. Actually the main article already summarises this well.]&lt;br /&gt;
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I noticed recently that the different attack modes have different functions.  I&#039;ll briefly summarize what I saw here, and if someone can confirm, we can add it to the wiki.&lt;br /&gt;
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Cautious Attack: Enter range to fire with longest range weapon.  Pull back to standoff distance if craft takes damage from UFO return fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Standard Attack: Enter range to fire with both weapons.  Pull back to standoff distance if craft takes significant damage from UFO return fire [in one shot?].&amp;lt;br&amp;gt;&lt;br /&gt;
Aggressive Attack: Chase UFO to get as close as possible(64 range units), firing weapons all the way.  Never pull back to standoff distance.&lt;br /&gt;
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Also, the UFO seems to have a greater chance of running away at the more cautious settings, [and vice versa] but that makes sense.  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:29, 29 February 2008 (PST)&lt;br /&gt;
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: I&#039;m not entirely sure what the differences in behaviour regarding pulling out into standoff range when damaged are between the various modes (hadn&#039;t really noticed it too much myself), but the modes mainly function at adjusting the range of the craft and UFO. &lt;br /&gt;
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: In short: out of firing range, longest ranged weapon, shortest range weapon and as close as possible. One note about cautious mode is that it will revert to the next closest &#039;&#039;loaded&#039;&#039; weapon. If the longest range weapon runs out of ammo, the ship will close in to the next best weapon. &lt;br /&gt;
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: It&#039;s odd we left this explanation out, but yeah it needs to be there. - [[User:NKF|NKF]] 02:22, 29 February 2008 (PST)&lt;br /&gt;
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Any Interception craft at &amp;quot;Cautious Attack&amp;quot; that takes damage will attempt to retreat out of range to Standoff distance.  Craft on &amp;quot;Standard Attack&amp;quot; will do the same sometimes.  I see it most often when chasing Battleships with Firestorms or Avengers, and they get knocked good by a shot from the Battleship.  Happens more often with Firestorms, so it&#039;s probably percentage based.  Craft on &amp;quot;Aggressive Attack&amp;quot; will never return to standoff distance unless changed to a different mode or ordered to pull back or disengage; in that mode, the mentality is &amp;quot;Him or me.&amp;quot; &lt;br /&gt;
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I don&#039;t get to see this much anymore because I usually use Aggressive Attack because a lone Avenger can go toe-to-toe with a Battleship and still make it back in fairly good shape(30% damage or so).  A Firestorm can usually manage to limp back as well, but in considerably worse condition.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:25, 29 February 2008 (PST)&lt;br /&gt;
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I&#039;ve changed the main page to show some scepticism as to whether UFO damage vs interceptors increases due to interceptor attack mode. I don&#039;t believe it does. [[User:spike|Spike]] 08:40, 16 August 2014 (PST)&lt;br /&gt;
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====Engaging with multiple craft====&lt;br /&gt;
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If I understand the latest edit, UFOs will not &amp;quot;divide&amp;quot; their fire amongst multiple targets, but will fire at each of them as frequently as they would fire at a single ship.  If that&#039;s the case, is there really any advantage to having all ships engage at the same time?--[[User:Ethereal Cereal|Ethereal Cereal]] 15:29, 5 March 2007 (PST)&lt;br /&gt;
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Thats because whoever wrote it was a moron, thats precisely what doesn&#039;t happen as I finally managed to identify just before writing it. Its tough to tell though, especially as you cant get them all to go in at once, and if you go in on aggressive attack it gets very quick at the end and hard to say whats going on. --[[User:Sfnhltb|Sfnhltb]] 15:43, 5 March 2007 (PST)&lt;br /&gt;
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The most convincing aspect for me anyway was the results - three interceptors armed with plasma mostly going in singly almost always get eaten, three at once (or as close as you can get it, and setting the cycle speed way down helps synchronise them better) nearly always wins and often doesn&#039;t take a single casualty. --[[User:Sfnhltb|Sfnhltb]] 15:47, 5 March 2007 (PST)&lt;br /&gt;
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: From what I can remember, the UFO&#039;s rate of fire gets faster and faster the closer you get to the UFO. I&#039;ve tested this with two different ships with identical armament, with one on aggressive and the other on cautious. The one on cautious fired normally, but the one that got right up to the UFO was exchanging and receiving ammo at a considerably faster rate than the one on cautious. &lt;br /&gt;
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: That still this doesn&#039;t answer the question wether the UFO splits the attacks or fires on the ships normally.  &lt;br /&gt;
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: Still, I find the odds of knocking out a UFO with multiple ships a lot better than to attempt it sequentially. (edit: or mind you if I&#039;d checked through all the edits, all this has been covered already. Oh well.) - [[User:NKF|NKF]]&lt;br /&gt;
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:I did 10 tests each way yesterday from the same save - sequentially 1 win from 10, even that the last interceptor was fully red damage at the end (cant tell the exact numbers, for some reason after the fight the geoscape was zooming out past maximum and crashing to the battlescape). Simultaneous was 9 wins from 10, 0 shot down 2 times, 1 down 4 times, 2 down three times. I then did a few further tries later with all three having slowed the cycle rate down and got 0 shot down 3 times out of 4, as generally the first one in was the one that almost always died if any did, if you can get them all attacking closer together it ensures it doesnt take the first two or two of the first three salvoes. --[[User:Sfnhltb|Sfnhltb]] 05:06, 6 March 2007 (PST)&lt;br /&gt;
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I think some of what&#039;s written at [[Battleship#Weapons]] should be copied over.  I&#039;ve never tried it myself, personally; I don&#039;t bother engaging battleships until I have an Avenger.  What I&#039;d really like is some way to stop Terror Ships before I get Plasma Cannons... two Interceptors armed with Avalanches?  Or does it take three?--[[User:Ethereal Cereal|Ethereal Cereal]] 21:59, 5 March 2007 (PST)&lt;br /&gt;
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:From the encounter I had yesterday, would suggest 3 is needed, it can trash them so quickly that you need to throw in loads. The one thing I noticed was that Avalanches in some ways seemed better than the Plasma cannons because you can get off a 1-2 rounds of missiles before the Plasma even starts firing due to the range difference, which is critical with your paper thin Interceptors vs the Battleships. --[[User:Sfnhltb|Sfnhltb]] 04:56, 6 March 2007 (PST)&lt;br /&gt;
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:2 interceptors with avalanches can bring down a terror ship and make it back to base in one piece.  I think 10 avalanches will kill it.  You do need to do the agressive trick with at least one interceptor to make sure all 6 missiles actually hit.&lt;br /&gt;
:(Never tried interceptors vs battleship, it sounds suicidal.)  --[[User:MB|MB]] 11:56, 6 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
===Review of Air Combat Mechanics===&lt;br /&gt;
&lt;br /&gt;
Moved to its own article [[Air Combat Mechanics]]&lt;br /&gt;
&lt;br /&gt;
==Operational and Logistic Aspects==&lt;br /&gt;
&lt;br /&gt;
===[[Repairs]]===&lt;br /&gt;
===[[Refueling]]===&lt;br /&gt;
===[[Rearming]]===&lt;br /&gt;
&lt;br /&gt;
*Seb76 Loader option to relaunch aircraft before they are fully ready.&lt;br /&gt;
*Add link to &amp;quot;Duty Cycle&amp;quot; discussions &amp;amp; table&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Patrolling fuel usage===&lt;br /&gt;
&lt;br /&gt;
TBD: Summarise fuel consumption for patrol/not, hybrid/not.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I saw somewhere that the skyranger at least uses less fuel when patrolling, but I have this vague recollection that the hybrids don&#039;t. Am I right in this or does it need investigating to determine one way or the other? --[[User:Sfnhltb|Sfnhltb]] 16:05, 5 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:You are correct, hybrids don&#039;t conserve fuel while patrolling. Only the originals do. --[[User:Pi Masta|Pi Masta]] 17:15, 5 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::That does appear to be the case.  I just tested this with a Firestorm (not an Avenger), and there were a few quirks: fuel consumption was the same whether patrolling or not (which is what you were asking about); fuel readout only decreased in 5% increments (not well-documented); it returned to base when it hit 50% fuel, regardless of distance-to-base (argh).  (Skyrangers and Interceptors will stay out below 50%, based on distance.)  Fuel consumption was 0.5% of total per minute.  &lt;br /&gt;
&lt;br /&gt;
::A patrolling Skyranger used up 0.02% of fuel per minute.  A constantly-moving one used up 0.0455% per minute.  This is more or less consistent with what is documented at [[Skyranger]].--[[User:Ethereal Cereal|Ethereal Cereal]] 18:29, 5 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategic Aspects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scoring vs Location of Intercept===&lt;br /&gt;
&lt;br /&gt;
I am currently on 23rd January, so should be able to check whether XCOM Activity relates more or less directly to your pay rise at the end of the month fairly soon, but if it does then clearly you will always want to shoot down UFOs over a sponsor country instead of neutral territory (especially the big scoring recovery missions).&lt;br /&gt;
&lt;br /&gt;
--[[User:Sfnhltb|Sfnhltb]] 06:31, 28 February 2007 (PST)&lt;br /&gt;
----&lt;br /&gt;
IIRC the amount of money you get is randomly assigned, though increase, decrease, or no change is based upon &#039;score&#039;, and the country&#039;s &#039;happiness&#039; with XCOM. I think this can be seen by saving near the end of the month and noting the funding changes on each save (w/o doing anything special), I believe each time they will be random amounts (but again the sign of the change is dependent on the score, directly or indirectly).&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure if a higher score as an effect on the average increase (or conversely lower score with average decrease). It is possible. However I imagine that you are still correct that downing a UFO over a sponsors country is better than over a neutral country.&lt;br /&gt;
[[User:Pi Masta|Pi Masta]] 11:51, 28 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Hmm, we should add a graphic to the wiki showing where the sponsor land masses are.--[[User:Ethereal Cereal|Ethereal Cereal]] 12:22, 28 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Yeah I had noticed it was random, I think your starting cash is as well, where the random range comes is was something I will be testing at the end of the current month of the game I am on, which might take a while as I am only playing intermittently (lots of work on atm)&lt;br /&gt;
&lt;br /&gt;
--13:11, 28 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Don&#039;t bother with the funding deals. I did this looong ago, both at the [http://www.strategycore.co.uk/forums/index.php?showtopic=652 StrategyCore forums] as well as a complete country-by-country funding breakdown at the [http://www.xcomufo.com/forums/index.php?showtopic=7424 xcomufo.com forums]. Granted, this was for the starting funds, not for subsequent months. But I did run about 2000 trials on that scenario and found that funding was random within a certain range. --[[User:Zombie|Zombie]] 14:44, 28 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Hmm, well compared to the starting funds that you tested that were almost static overall (unless I am misreading it, +/- 15k or so?), the monthly amount varies a whole lot more, certainly +/- 250k from the average on a given good month I tested briefly to get an idea of it (and could grow more for an even better month I suspect). I would be interested in finding out what exactly affects it, and how responsive it is to key elements you might be able to control (like how beneficial is shooting down more aliens in sponsor country, compared to the same region (if that affects anything at all), and overall.&lt;br /&gt;
&lt;br /&gt;
Btw, in case you still are thinking about the question regarding the discrepancy between your income and expenditure at startup, i can tell you where the 1860000 comes from at least - its in LIGLOB (A0611C00 in backwards hex) - its basically the source of the Finance graph (except score, which comes from XCOM.DAT combined with UIGLOB), which of course assigns it all to Maintenance - which in theory could include 1.7 million for the planes, 300k for the scientists, 250k for the engineers, 160k for the soldiers, and 224k for the maintaince of facilities of the base, so it doesnt solve it, but at least you can eliminate paying for things in trying to work out what it is.&lt;br /&gt;
&lt;br /&gt;
The most obvious answer here is that you pay for craft rental (1.7 mill) and your soldiers (160k) = 1.86 million, and you dont pay for the scientists, engineers or base maintainance. --[[User:Sfnhltb|Sfnhltb]] 16:41, 28 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The monthly funding (according to the OSG) is determined by these two equations:&lt;br /&gt;
&lt;br /&gt;
Alien activity in country + (Overall alien activity/5)&amp;lt;br&amp;gt;&lt;br /&gt;
X-COM activity in country + (Overall X-COM activity/10)&lt;br /&gt;
&lt;br /&gt;
These numbers are compared and if the alien score is greater than X-COM, the country decreases funding by a random amount, but no less than 20%. If X-COM is greater than the alien score, the country increases funding by a random amount, but no greater than 20%. I&#039;m not sure what the upper or lower  boundary is. It could be 0%. Who knows, the frequency of the non-20% limits may increase as score does. Suppose the easiest way would be to edit alien score to 0 and X-COM score to something high and check the results. That would correspond to &amp;quot;EXCELLENT&amp;quot; on the End Of Month report. Another test is to edit both X-COM and alien score to zero and check the funding there. This would correspond to &amp;quot;OK&amp;quot; on the EOM report. One thing is for certain, it would take a great many reloads to form any type of conclusion. One of these days I&#039;ll have to write up an AHK script and dedicate some computer time to this project. It won&#039;t be right away though. --[[User:Zombie|Zombie]] 21:47, 28 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Ah, that explains something I was seeing - basically if you get double the Alien score, everything is good, if you are less than that everything is bad. When using very large numbers that is, to minimise other factors.&lt;br /&gt;
&lt;br /&gt;
:I think the increase is between 5-20%, if they come up as happy. But sometimes even with the same scores they turn out just to be satisified (current game I am playing, overall score 2.6k, alien score was 132 (and I think quite a bit of that I am double counting, country and region)&lt;br /&gt;
&lt;br /&gt;
:And yeah, no matter how high the XCOM scores went (very high values in the 4th byte didnt register, but I could get 30k or 60k I think, and there was no change in the range of values to cursory inspection at least. I am fairly sure that happy/satisfied/unhappy is an on/off switch that is fired by a comparision of the scores in a manner as you list above (but there is some randomness in it however).&lt;br /&gt;
&lt;br /&gt;
:The scale of the increase in funds seems to be based entirely on the existing funding level, so basically you just get a random percentage value within fixed limits (5-20% on the upswing, havent explored going down enough to say with enough confidence). If US is paying out 10 Million (and you have removed the funding cap, or it wont go higher), values are in the range of 500k to 2 Million if it increases, or 0 if they are only satisfied.&lt;br /&gt;
&lt;br /&gt;
:There isnt a whole lot of random numbers it rolls either, which you see with that nice round 10 mill, you get nice neat values spread out every 100k (rounding issues would make it look like there were more possibilities with a smaller existing fund). So its a random int between 5 and 20. Going down is probably a mirror image I would guess, but thats not got any real evidence behind it. --[[User:Sfnhltb|Sfnhltb]] 18:16, 1 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==When do most people bother intercepting?==&lt;br /&gt;
I&#039;ll be frank, I usually don&#039;t bother. The Elerium and loot is worth more than the UFO Downed points (funding changes are typically on the order of half a million or less; one Medium Scout and one Large Scout saved from Power Source detonation give $660,000 just in extra Power Sources and Navigations), and I can handle a night mission or two. I only bother intercepting in a few cases:&lt;br /&gt;
*&#039;&#039;&#039;Small Scouts&#039;&#039;&#039; - Downing them doesn&#039;t lose anything. Destroying them loses the alien&#039;s gun, but they don&#039;t generally land and downing them safely is nearly impossible before advanced craft. Pretty easy choice.&lt;br /&gt;
*&#039;&#039;&#039;Alien Retaliation&#039;&#039;&#039; - Nothing on that mission ever lands recoverably, so this is another no-brainer.&lt;br /&gt;
*&#039;&#039;&#039;Terror ships performing Alien Terror&#039;&#039;&#039; - They don&#039;t land recoverably. See above.&lt;br /&gt;
*&#039;&#039;&#039;Alien Base flotillas&#039;&#039;&#039; - Unless you&#039;ve got multiple squads, you can&#039;t Ground Assault all four ships in the flotilla. And shooting down some of them breaks up the flotilla (because any that haven&#039;t spawned yet will get delayed), so you can get in two Ground Assaults instead of potentially only one. I&#039;ll take two Ground Assaults and two Crash Recoveries over a single Ground Assault any day.&lt;br /&gt;
*&#039;&#039;&#039;Alien Infiltration&#039;&#039;&#039; - Not only is there a five-ship flotilla at the end, but Alien Infiltrations have a large and direct impact on X-Com&#039;s financing in addition to the points issue. You can&#039;t stop them, of course, but you can delay them, and since the mission repeats until all countries in the region are infiltrated, the delays are cumulative (potentially keeping countries in for several months longer than they would otherwise have lasted). So I generally shoot down as many of these as possible.&lt;br /&gt;
&lt;br /&gt;
I just kinda wonder what we should say about this dilemma and where we should say it. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:57, 7 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think this is really best left up to the judgement of the player as the ability to get to a landed UFO can be quite situational. In the early game, unless you are plain lucky or have lots of bases, your Skyranger is most likely not going to be able get to every landed UFO in time. You need the ability to shoot down the UFOs in this instance if only to get some work at the lesser reward. Later in the game you have more options on how to approach the UFOs as you spread out and get better tech to find and deal with them. This is when you can start going for landed UFOs. Much later into the game you&#039;ll have enough resources that you end up shooting down the UFOs down simply for the sake of shooting them down and ignoring the crash sites. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 06:11, 7 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
I don&#039;t find it difficult at all. You usually detect UFOs on the flight in (or on the flight out, but in that case you can&#039;t do anything about them anyway). When you detect it, you send an Interceptor to shadow it and a Skyranger to the area it seems to be heading for, changing it to intercept when it gets close enough. Maximum time for the Skyranger to arrive in any location is 14 hours and it&#039;s usually a lot less; you&#039;ll generally be detecting the UFOs 4-5 hours before they land and they land for several hours. It&#039;s rare that you&#039;ll actually be unable to get there until you&#039;re dealing with actual antipodes (and at the point you&#039;re running Hyper-Wave Decoders on six continents, you&#039;re in most cases getting instant detection on UFO appearance, giving you significantly more time). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:39, 7 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Oh, something else that factors in that I forgot to mention: interception draws Retaliation, while Ground Assaults don&#039;t. Intercepting too early on Superhuman is one of the more plausible ways to lose outright, because if you get a Sectoid Retaliation on your main base in January you&#039;ll have a very hard time recovering. Later on, of course, the Retaliation spiral (Retaliation -&amp;gt; shoot down scouts to avoid Base Defence -&amp;gt; more Retaliation) is a good thing for X-Com, but starting it too early is suicide. I know my first attempt at TFTD Superhuman came to an ignominious end that way. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:22, 7 May 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I agree with a lot of points everyone brings up. For me, the decision to intercept instead of going for the landed UFO or ignoring it altogether is situational. Mostly it depends on UFO mission type, craft type, location, severity and quantity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Type&#039;&#039;&#039;: Early in the game you need points to keep your score up in order to eclipse what the aliens can manage themselves and you also need alloys/elerium/bodies/weapons etc for research/manufacturing/funds. If a mission UFO is going to land, I&#039;ll wait for it to do so. Why bother wasting a missile on it? (Pending night time missions may prompt an interception to make things safer/easier). Obviously, if there is going to be a Terror Mission, I&#039;d much rather shoot the UFO down so I don&#039;t have to deal with the hefty penalty if the mission goes pear shaped, or to defend the stupid civilians. Alien Resupply? C&#039;mon, it always lands so you might as well wait (or ignore). Retaliation? Might as well shoot everything down, you don&#039;t want to lose country funding. Research? Ignore for the most part, unless nothing is going on. Harvest? Wait - most land and the ships are easy to recover. Abduction? I normally shoot these down if possible. While not overly critical, I don&#039;t want the aliens to get too many points. Alien base building? Yeah, I&#039;ll try to, especially with the tougher races. Otherwise the base itself is faster to take out than the UFOs building it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Type&#039;&#039;&#039;: With Small Scouts, it&#039;s faster to just shoot them down and destroy them outright rather than waste an X-COM ship with weaker weapons on it. Medium or Large Scouts I&#039;ll try to let land. Same for harvesters or abductors. As I mentioned above, wait for the Supply Ships to land and shoot down the Terror Ships. Battleships are the only ship where I have to make a decision on it. Can my troops handle it? Can my ships handle it? Will it land on it&#039;s own? What is the race? What is the mission? Those all factor into a final decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;: If an alien mission is being carried out halfway around the world, I&#039;m more likely to shoot it down as it takes time for the Skyranger to get there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severity&#039;&#039;&#039;: As mentioned above, a mission with a higher severity will be met with interceptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quantity&#039;&#039;&#039;: If the UFOs arrive one at a time with days between landings, you can go after them while landed as there isn&#039;t a rush. What throws a spanner into the works is when the ships arrive in a big wave or group. If all of them are going to land, you can probably get to at least a couple before the rest take off and leave for good so I usually shoot down most of them and leave a couple. Visit the landed ones first, then go after the crashed ones when time permits. --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 03:52, 9 May 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Misc=&lt;br /&gt;
&lt;br /&gt;
==Old Chat==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ye Olde Bayse Maynetaynanse===&lt;br /&gt;
&lt;br /&gt;
Of course the thing that has lead me onto, is trying to work out how it calculates base maintenance. A lift only new base costs 30k (4k for the lift, 26k extra somewhere), and a vanilla starter base costs 224k, but the parts only add up to 169k, so the extra unassigned part raises to 55k. Whats going on?&lt;br /&gt;
&lt;br /&gt;
So I dismantle the starter base (after dumping all loose objects like people, planes and guns), the first Hangar drops the cost by 10k (not 25k), the next one by 4k (huh?), then 10k again for the last hangar, workshop drops it by 35k (correct!), the radar drops it another 35k (way high!), the living quarters are 30k, the lab 35k (a bit high), the stores 35k (massive - 7 times what it should be), and the lift 30k (4k in UFOpedia).&lt;br /&gt;
&lt;br /&gt;
I thought maybe this was messed up somehow because of being the starter base, but it seems to behave the same way in new bases - as I say empty base with lift 30k, lift + stores + small radar = 95k, adding alien containment, stores, living quarters to starter base is 55k up on the starting cost (second stores 10k off when removed, second living quarters 10k, alien containment 35k)&lt;br /&gt;
&lt;br /&gt;
So the same facilities take different maintainance depending on how many you have of them (it seems), and most of them cost different to what it says they do. No idea what the relationship or reasoning is behind all of this.&lt;br /&gt;
&lt;br /&gt;
--[[User:Sfnhltb|Sfnhltb]] 17:05, 28 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:No what&#039;s happening is that there are completed &#039;empty&#039; modules. When you dismantle a facility it doesn&#039;t set the days to build to 255 like it should, and instead just puts the dirt tile there. Apparently these completed dirt modules take monthly maintenance (but isn&#039;t shown in the monthly costs IIRC). If you want me to find the post I can, but this is something I&#039;m familiar with and in fact the &#039;editor&#039; I&#039;m making (PyXCom) should be able to fix it. (another thing is even if you build something and dismantle it before it&#039;s built, it will still count down and suck your money away)&lt;br /&gt;
&lt;br /&gt;
:Atleast I think this is the issue you are having. [[User:Pi Masta|Pi Masta]] 19:57, 28 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
No I worked it out, I added the basic details to [[Known_Bugs#Facility_Maintenance_Costs]], there might be something additional as you say, as destruction a facility doesnt clear the construction counter as you say - in fact you can see that it keeps construction counters from previous saves as well at times, the clearest indication its doing stuff like this is if you start a game and name your first base something long, say &#039;ABCDEFG&#039;, and then start again and make a new base with a one character &#039;X&#039;, in the BASE.DAT you will see something like &#039;X CDEFG&#039; (the space indicating actually a null (00) to show end of string). So when you save it doesnt 100% overwrite all bytes, just the minimum it needs to save the information for your current save (which may have errors like you suggest).&lt;br /&gt;
&lt;br /&gt;
--[[User:Sfnhltb|Sfnhltb]] 20:03, 28 February 2007 (PST)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Zombie&amp;diff=72081</id>
		<title>User talk:Zombie</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Zombie&amp;diff=72081"/>
		<updated>2016-05-09T02:55:44Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Welcome back! */ Thanks!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ping ponging with PNGS==&lt;br /&gt;
&lt;br /&gt;
Zombie, while you&#039;re replacing some of the jpegs with higher quality png&#039;s, might I recommend using an optimizer to crush the file size down? Ken Silverman&#039;s [http://advsys.net/ken/utils.htm PNGOUT] is one compressor that I&#039;ve been using (as it has an irfanview plugin). Takes a moment to compress each image, but it does shave off some kb&#039;s on larger images. -[[User:NKF|NKF]] 01:11, 19 July 2009 (EDT) &lt;br /&gt;
&lt;br /&gt;
:Sure, I ran a few of my HQs through just now and it averages a 80% drop in file size. It&#039;s slow going though doing them all one by one in a directory. --[[User:Zombie|Zombie]] 01:38, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just uploaded PNGGauntlet (a front end for pngout) to StrategyCore&#039;s files section [http://www.strategycore.co.uk/files/index.php?dlid=754 here]. The nice thing about it is that it is windows-based and allows drag-&#039;n-drop. ;) --[[User:Zombie|Zombie]] 01:53, 25 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Here is a recent discussion from the main page about images. Instead of deleting it, I decided to add it to my talk page. Conclusion reached was that PNG&#039;s are the preferred image choice for the wiki as most X-COM screenshots are well-suited to this format and are smaller than a GIF. JPEG&#039;s should only be considered for pictures as the quality sucks. --[[User:Zombie|Zombie]] 13:45, 25 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Image Types ==&lt;br /&gt;
I was fooling around with images today and decided I should show everyone what an image looks like in a particular format. Just for this example, I used the Level 0 view of the Small Scout. Here are the images (don&#039;t peek, just look at them and try to figure out which is which for now):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Scout GIF.GIF|GIF image]] [[Image:Scout PNG.PNG|PNG image]] [[Image:Scout JPEG.JPG|JPEG image]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From what I can tell, the image quality of a GIF and a PNG is minimal. Both look very good. The PNG image seems a tad bit lighter over the GIF, though. Not bad. But compare either a GIF or a PNG with a JPEG and there is a huge difference. The JPEG has &amp;quot;artifacts&amp;quot; strewn all over the place and has a &amp;quot;mottled&amp;quot; appearance. Ugh! Terrible! That&#039;s all for the image quality aspect. (So does anyone know the technical difference between a GIF and a PNG? Please explain.)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s move on to size. The GIF image is usually the largest in size. In this case the GIF image of the Scout example is 7897 bytes. The JPEG is 6784 bytes (or 86% of the GIF) while the PNG is 6090 bytes (or 77% of the GIF).&lt;br /&gt;
&lt;br /&gt;
Finally, compare size against image quality. PNG wins hands down. Not only is it smaller in size, but it also has an image quality equaling that of a GIF. JPEGs are smaller than a GIF but the image quality sucks. Granted, in some instances a JPEG is fine (especially if the background is a dark color), but in all the comparisons I did they were bad.&lt;br /&gt;
&lt;br /&gt;
So, have you figured out what is what? The first image is a GIF, the second is a PNG and the third is a JPEG. &lt;br /&gt;
&lt;br /&gt;
I implore everyone to consider uploading either a GIF or a PNG image type over a JPEG. The quality is better in those formats. If you have a choice, PNG is better because of the size on disc. --[[User:Zombie|Zombie]] 19:40, 11 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The most important difference between PNG and GIF is GIFs can only use 256 colors.  I think most graphics from Enemy Unknown are in 8-bit color, so it doesn&#039;t cause a problem, but if you ever converted a normal photo to GIF, it&#039;d look horrendous.  PNGs can handle &amp;quot;truecolor&amp;quot; (24-bit), and as you said, they tend to compress better too.&lt;br /&gt;
&lt;br /&gt;
JPGs can have different &amp;quot;quality settings&amp;quot; which reduce the artifacts but increase file size.  JPG tends to compress photos better than PNG, but PNG is great for non-natural images, such as cartoons or computer graphics.  For graphics pulled from X-COM, PNG is probably best.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 21:43, 11 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
PNG&#039;s can vary in size depending on the size of the palette used. A standard 256 colour image would allow PNGs to be more or less the same if not better than GIFs. &#039;True Colour&#039; PNGs are generally abominations. &lt;br /&gt;
&lt;br /&gt;
For more information on the PNG format: [http://www.libpng.org/pub/png/ Portable Network Graphics ]&lt;br /&gt;
&lt;br /&gt;
GIF and PNG provide lossless compression while Jpeg&#039;s offer lossy compression. GIF and PNGs are best used when the image is generally small and contains a limited number of colours. X-Com screenshots fit this bill perfectly. &lt;br /&gt;
&lt;br /&gt;
Jpegs tend to lose image accuracy every time you save the image and it gets worse the higher you set the compression. However, that said, Jpegs are best used when your image is full of colour and minor losses in image quality will not matter. &lt;br /&gt;
&lt;br /&gt;
For example, the above pictures are best done with GIF/PNGs (especially if you intend to include transparent pixels). However if you had a cut out shot of the action in the battlescape, it probably wouldn&#039;t matter too much if it were saved as a Jpeg. &lt;br /&gt;
&lt;br /&gt;
Now if you want an image with transparency pixels, you will most definitely pick GIF and PNG. I actually hadn&#039;t realised the PNG format allowed tranparencies, but it does. &lt;br /&gt;
&lt;br /&gt;
Just use what&#039;s best for the occasion. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In Which an Uneccessary Discussion of Formats Ensues&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PNG&#039;s not only do transparency, but they are capable of doing alpha channel-- that is, partial transparency.  A GIF can only do normal colors (completely opaque) or complete transparency. PNG&#039;s can do all this, as well as allowing color that are partially transparent (say, a red tint with the background showing through).&lt;br /&gt;
&lt;br /&gt;
I put this in mostly to hear myself talk.  There are two limitations to these neato PNG effects:&lt;br /&gt;
* For X-Com screen shots, it&#039;s not needed-- X-Com 1 and 2 never did such fancy tricks.&lt;br /&gt;
* Alpha channel PNG&#039;s are, last I checked, not supported by Internet Explorer-- IE will let PNG&#039;s mimmick GIF-style transparency (that is, an 8-bit palette with all-or-nothing transparency), but nothing more sophisticated.  Firefox and the Mozilla-derived browsers can do them (including Safari, I think), but it&#039;s not much good when most of the traffic is still using IE.  Yes, I&#039;m bitter about this.&lt;br /&gt;
&lt;br /&gt;
PNG&#039;s are in every respect superior to GIF&#039;s.  In matters of compatibility and filesize, the PNG can be set to work just as well or better than GIF). The only reason you use GIFs is to cater to people with seriously archaic browsers.  Widespread PNG support has been around for several years now.&lt;br /&gt;
&lt;br /&gt;
[http://entropymine.com/jason/testbed/pngtrans/ PNG transparency test]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Edit: IE7 does complete support for PNG alpha, but of course it&#039;s still in beta testing.  Even when it&#039;s out of beta, sensible web designers will have to wait until the majority of users switch over to it to start designing with it in mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--[[User:Papa Legba|Papa Legba]] 20:36, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
GIF was originally made waaaay back in the late 80&#039;s. The format recieved an update around 1990, but has not been upgraded since. (Although Microsoft Paint will save lossy GIFs, I don&#039;t think this is an attempt to restandardise the format).&lt;br /&gt;
&lt;br /&gt;
Later JPG came along, which really made high color images practical because it compressed so well. That compression came at a cost, however - quality is lost when you save a JPG file, &amp;lt;i&amp;gt;no matter how high you set the quality&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
PNG was designed with the intention of replacing GIF. A lot of people started using it once the original GIF copyright ran out - It was re-registered by a company who demanded royalties for anyone who used the format! (Which would only have affected you if you lived in America - of course.)&lt;br /&gt;
&lt;br /&gt;
Although I gather that bit of patent madness has been overthrown, returning GIF to the populance at large, a lot of people still use PNG when possible. JPG files still yield better compression when images have a lot of color depth, however, PNG files do not lose color information, so it&#039;s the best format to use whenever quality is important.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure if PNG supports multiple images in the one file, however. We&#039;ve all seen animating GIFs, but I&#039;m sure I&#039;ve never seen an animating PNG.&lt;br /&gt;
&lt;br /&gt;
One feature I&#039;ve always wanted added to web browsers is the ability for HTML to referrence individual images loaded into GIF files. That way, you could put all the images into one file, as opposed to lots of little ones. This would improve page load times no end. One example where this would be useful is your average forum skin.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
One attempt to animate PNG is MNG.  However, development on that appears to have stopped in late 2004 when Mozilla abandoned the format (only one implementation, so hard to catch bugs in the specification).&lt;br /&gt;
&lt;br /&gt;
Regarding PNG transparency/IE5,6: I don&#039;t think this is completely portably solvable in MediaWiki.  Even if (contrary to what I would expect; need to check documentation for other reasons) JavaScript was enabled in MediaWiki, the general solution is to use that JavaScript to define whether to use HTML-standard, or IE extensions that do render PNG transparency.  I haven&#039;t tested how to do this with inline images [img tag], but it should be possible to do this inline.  Background images require using the JavaScript to define a CSS class, which should be done in the head tag: disallowed.&lt;br /&gt;
&lt;br /&gt;
EDIT: MediaWiki Technical FAQ intimates that JavaScript should be stripped.  So, cross-browser PNG transparency not possible by legitimate design for security.&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]] 11:49, 17 June 2006 (CDT)&lt;br /&gt;
&lt;br /&gt;
I just started a discussion on the main page about this--people are still adding nasty JPGs to the wiki, and I thought we should add a notice somewhere obvious. [[User:Phasma Felis|Phasma Felis]] 10:57, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Zombie: Just so you know, armor for aliens is only one of two values.  In Beginner, it&#039;s 50% the base armor score listed in the game files; in Experienced/Veteran/Genius/Superhuman, the armor rating for aliens is the base listing.  This is also why [[Chryssalid]]s spawned from Zombies are actually MORE dangerous than mission-spawn Chryssalids in Beginner mode, because the Zombie-spawned critters have twice as much armor!  (In all other difficulties, Zombie spawned Chryssies are weaker; the armor is the same, but they don&#039;t get the above 100% modifiers for their other stats, like TUs, Stamina, Psi Strength, etc.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:43, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Why do you mention this? I of all people should know about [[Alien Stats]]. Ahem. ;) --[[User:Zombie|Zombie]] 01:02, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
I thought you did, but your comment to the Stun Rod page about &amp;quot;Veteran-Superhuman&amp;quot; Sectopods kinda threw some doubt on it; so I figured that it was better safe then sorry.  Guess I jumped the gun, apologies.  (Also, I need to try that &amp;quot;Aliens Own Earth&amp;quot; thing.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:04, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Sorry, it was a mistype. Experienced it is. :D --[[User:Zombie|Zombie]] 01:09, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Sorry for jumping on you like that.  &amp;gt;_&amp;gt; [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:17, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I probably deserved a good beating for a rookie mistake like that. If you catch me doing strange stuff, feel free to edit. --[[User:Zombie|Zombie]] 01:28, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== New Milestone. ==&lt;br /&gt;
&lt;br /&gt;
With my previous edit, I now have 2,000 contributions to the Wiki. :) --[[User:Zombie|Zombie]] 22:25, 20 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:A little over twice as many as me!  (This&#039;ll be edit 1010). Incidentally, looking at your recent record, it seems you&#039;ve had a few days off.  Busy Zombie, you definitely don&#039;t sleep.  Wanna leave some editing for the rest of us?  ;)  All you need to do is ask...or point.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:34, 20 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Do we get a counter? Never noticed that before. One thing about the millions of recent edits: Some of the older and probably less visited articles are brought to the surface again. Some of them are long overdue a bit of preening and pruning. -[[User:NKF|NKF]] 01:42, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t realize there was a counter till the last upgrade to the wiki software. If you go to My Preferences and look at your user profile it&#039;ll say how many edits you have under your screen name and ID#. @AQ: Yeah, I had a couple days off in the last week due to finals and a heavy snowfall which basically stopped everything. All I&#039;ve been doing here recently is updating the pages to reflect the nomenclature in-game. Maintaining this consistency is necessary for people trying to find something in a hurry. And my work ethic has always been that if I want something done, I might as well do it myself. With an aging mind, it better to get stuff done while it&#039;s still fresh in my memory too. Don&#039;t worry, there&#039;s still plenty to do around here. There are a lot of articles floating around with little to no text, which need a spell checking, or even a rewrite. TFTD in particular needs some attention. --[[User:Zombie|Zombie]] 16:35, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:I got that same snowfall, still being only a few hours north, and yeah, we got shut down too.  :)  As for TFTD, I know it needs attention, but I&#039;ve never been able to get TFTD to run half-decently.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:49, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
And now I&#039;m up to 3000+ edits. :) --[[User:Zombie|Zombie]] 01:01, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The New Templates. ==&lt;br /&gt;
Hey Zombie, great job on these new templates, and now we even have a stub template! If possible could we get a template about adding more pictures? If so, thanks! If not, oh well, it wasn&#039;t the biggest deal here yet. It would be nice if we did have pictures for every page though. [[User:Muton commander|Muton commander]] 19:35, 8 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Thanks, the stub template already existed, I just reused it to create pages which needed something in them. The reason for the other templates is to aid in navigation and also cut down on the number of orphaned and dead-end pages (currently 7 and 60 respectively). Eventually I&#039;d like those numbers to be as close to 0 as possible. Anyway, I created a stub picture template out of some of our other table templates. All you need to do is put &amp;lt;nowiki&amp;gt;{{PicStub}}&amp;lt;/nowiki&amp;gt; in a page and it&#039;ll show up to the right side of the screen. If there isn&#039;t much text in the article, you may want to put a clearing break ( &amp;lt;nowiki&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt; ) after it to keep the template from continuing into the &amp;quot;See Also&amp;quot; heading, for example. Other than that, it&#039;s pretty simple to use. --[[User:Zombie|Zombie]] 23:10, 8 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Site database problems? ==&lt;br /&gt;
&lt;br /&gt;
Hi Zombie&lt;br /&gt;
&lt;br /&gt;
Some weird stuff going on with the site I think. I got an email saying you posted an Update to Talk:Incendiary, but when I view the page there is nothing there, nothing on the history/diff since Jasonred&#039;s post about 8 hrs ago. &lt;br /&gt;
&lt;br /&gt;
I&#039;d been noticing a lot of slowness with the Special:Recent Changes page and wondered if the database needs maintenance. But then I put it down to my flaky internet connection. Now I&#039;m not so sure. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 17:05, 13 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I posted an update to the Incendiary talk page, but now it&#039;s gone. Ah well. Anyway, as you may know, StrategyCore is hosting UfOpaedia now. Pete (the admin and owner of StrategyCore) switched hosts for SC about a week ago and mentioned this wiki would also have to be moved to the new location. I asked him to kindly give me a heads up of at least 24hrs so that I could mention it here. Well, this morning I briefly saw a message saying something like the site is down for maintenance and should be up again on the 14th (I think that&#039;s what it said at least). I know Pete was talking about putting a message up so I figured he just shut the site down and moved it to the new host. Have no idea if that actually happened as he hasn&#039;t contacted me at all. Might have been a dry run, but since my post disappeared I&#039;m thinking we are on the new hosts server. I&#039;ll try and send him an email to confirm what is going on. Looks like everything is showing up in the Recent Changes now, so the worst is probably over. One contribution missing by me is a small price to pay. ;) --[[User:Zombie|Zombie]] 18:44, 13 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m still unable to post to Talk:Incendiary, I get a 500 Server error. I&#039;ve tried rebooting my computer, using IE instead of Mozilla, logging out and in from the Wiki, no joy. I seem to be ok to post to other pages, but maybe that&#039;s a coincidence. [[User:Spike|Spike]] 07:59, 15 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I also have email alerts for another update that is not visible on the wiki, suggesting the database is still in flux:&lt;br /&gt;
*Talk:Firing_Accuracy_Testing by Bomb Bloke at 02:05 GMT, 03:05 system time (10 hrs ago - the server must be on British Summer Time)&lt;br /&gt;
[[User:Spike|Spike]] 08:08, 15 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The talk page for Incendiary is 40kb long (huge), so maybe we should cut some of it back. That may be what is causing the problem, especially if you are attempting to add long rambling posts to it. The email thing is probably a delayed reaction after the move. The site probably generated the emails before the move, then were unable to be sent out. When we moved over and everything was running again, it probably sent those emails out, even though the id code for the contribution didn&#039;t exist anymore. That&#039;s my guess. --[[User:Zombie|Zombie]] 11:17, 15 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That sounds right, I was trying to add a lot of text. Should be ok to clean up the older part of the discussion. I will do that if I get time. [[User:Spike|Spike]] 12:13, 15 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The server change must&#039;ve occurred just before I went to bed last night. Thought I&#039;d give the recents a scan and was rather dismayed to see a whole day&#039;s worth of edits just go. Spent some time reinstating the few of mine that I could remember. This morning those edits were gone and the old ones were back. Strange experience indeed. Shame to see some of the new material that was added during the &amp;quot;lost&amp;quot; day that we just lost again - didn&#039;t get round to reviewing it. Oh well. -[[User:NKF|NKF]] 01:01, 16 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Shame indeed. In hindsight, and in future, during maintenance can we put a big notice on the home page so that people can wait to post until after the maintenance is done? [[User:Spike|Spike]] 01:45, 16 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, there was a message telling people the site was having maintenance done. The only problem was that it only was up for 5 min at most. Supposedly Pete had put some locks down to prevent people from posting but those didn&#039;t work for some reason either. In addition, I never received a message from him telling me the move was happening, otherwise I would have plastered a big &amp;quot;Do Not Post Today&amp;quot; banner across he front page. So it was a &amp;quot;Perfect Storm&amp;quot; of unfortunate incidents which led to this. I made it perfectly clear to Pete that issues like this CANNOT happen ever again. I don&#039;t like to see stuff like this and I&#039;m sure most of you feel the same way. On the positive side, this is the last server/host move we&#039;ll be making for a long time. At least I hope so, as this move was a total disaster in my book. --[[User:Zombie|Zombie]] 02:08, 16 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Welcome back!==&lt;br /&gt;
&lt;br /&gt;
There&#039;s a name I haven&#039;t seen in a long, long time.  I thought you&#039;d gotten out of the game.  Glad to see that isn&#039;t the case. :) [[User:Arrow Quivershaft|Arrow Quivershaft]] ([[User talk:Arrow Quivershaft|talk]]) 22:33, 3 May 2016 (UTC)&lt;br /&gt;
: Yep.  I concur! Nice to see you here! #OldXCommersNeverDie --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 23:08, 3 May 2016 (UTC)&lt;br /&gt;
I was surprised too. Pleasantly. You know more about the guts of X-Com than anyone besides the Gollops, methinks, and it&#039;s been like a dark age without you around. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:01, 4 May 2016 (UTC)&lt;br /&gt;
:Thanks guys! I haven&#039;t given up on X-COM, it&#039;s my favorite game of all time! To be honest, I haven&#039;t contributed here for a number of reasons, primarily because I felt like an old relic now that XCOM/XCOM2 came out and also because my mother died late last year. I either couldn&#039;t contribute anything new or didn&#039;t feel up to it. I began to realize though that there is still work to be done in the X-COM area and that I could be of assistance. Hehe. So yeah, for a while there I just lurked. As always though, you can find me at StrategyCore. :) --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 02:55, 9 May 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Fatal_Wounds&amp;diff=72032</id>
		<title>Fatal Wounds</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Fatal_Wounds&amp;diff=72032"/>
		<updated>2016-05-03T05:50:25Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Probability of Fatal Wounds */ Grammar, consistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For each Fatal Wound a unit has, they will lose one point of [[Health]] each turn.  For instance, a soldier with 2 Fatal Wounds will lose 2 Health points per turn.  Each time a soldier is shot but not killed by weapons fire, he or she may be dealt 1-3 fatal wounds.  All of these fatal wounds will be dealt to the same part of the body.&lt;br /&gt;
&lt;br /&gt;
Fatal Wounds can be healed using a [[Medi-Kit]].  3 Health points will also be restored with each wound healed.  Quickly healing a wounded soldier also means less [[recovery_time|wound recovery time]] (back at base), because recovery time is based on the number of health points lost in a mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning:&#039;&#039;&#039; Unconcious soldiers still take damage from Fatal Wounds each turn and CAN DIE if not treated. So if one of your soldiers is knocked unconscious by shots or explosions (as opposed to a stun bomb), it is important that you immediately run a diagnostics scan on him or her. See [[Medi-Kit]] and [[Unconscious]] for more information on how to do this. Keep in mind that you can pick up and move (or even throw) someone, if you have a man down in a hot zone.&lt;br /&gt;
&lt;br /&gt;
== Other effects of Fatal Wounds ==&lt;br /&gt;
&lt;br /&gt;
*Each wound to the &#039;&#039;&#039;head&#039;&#039;&#039; or &#039;&#039;&#039;gun-holding arm&#039;&#039;&#039; applies a 10% penalty to your [[Firing Accuracy]], down to but not below -90%. This means that someone with 100 &#039;&#039;&#039;base&#039;&#039;&#039; firing accuracy who has 9 or more wounds will be left with a &#039;&#039;&#039;base&#039;&#039;&#039; accuracy level of 10 points. This is before you consider any other accuracy modifiers such as your remaining health percentage (see [[Accuracy formula]]).&lt;br /&gt;
*Each wound to the &#039;&#039;&#039;legs&#039;&#039;&#039; reduces the soldier&#039;s [[Time Units]] by 10%. &lt;br /&gt;
*Each wound to the &#039;&#039;&#039;torso&#039;&#039;&#039; reduces the soldier&#039;s [[Energy]] by 10%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I did a test on this and have lots of doubts on this info above, my unit got 3 fatal wounds on the torso only, and I got a penalty to both throwing and firing accuracy. But no penalty on energy. And with a unit with fatal wounds to the left arm, I got a penalty on the Energy Replenishment level. - [[Daiky|Daiky]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Aliens and Fatal Wounds ==&lt;br /&gt;
&lt;br /&gt;
Aliens &amp;lt;b&amp;gt;never&amp;lt;/b&amp;gt; get fatal wounds - they never crawl off and die - &amp;lt;i&amp;gt;except if you were mind controlling them when they were wounded&amp;lt;/i&amp;gt;. In other words, only friendlies can get Fatal Wounds, and MC&#039;d aliens count as friendlies. Be careful of mixing MC&#039;d with non-MC&#039;d aliens - you might reaction shoot the one, and hit the other. But wait, there&#039;s more - aliens with Fatal Wounds do not suffer any health decrease, for as long as you MC them. They only suffer health loss from their Fatal Wounds on turns that you do not MC them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once I had an MC&#039;d alien taking point, when a different one blaster bombed the lot of us. All hell broke loose, and I lost track of the pet (I assumed he got killed in the blast). Many turns later I heard the entirely unexpected cry of an alien dying, far off in the distance. &amp;quot;Oops&amp;quot; - [[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Probability of Fatal Wounds ==&lt;br /&gt;
&lt;br /&gt;
As shown by Zombie&#039;s [http://www.strategycore.co.uk/forums/index.php?showtopic=746&amp;amp;view=findpost&amp;amp;p=72949 research], if you receive more than 10 health [[damage]], you have an equal, random chance of receiving from 1 to 3 Fatal Wounds (a 33.3% chance of 1, 2, or 3 FWs). Higher damage does not change these chances, and you can never receive more than 3 FWs (in a given shot or blast!), even if you&#039;re hit so hard you only have 1 hitpoint of life left. Stated another way, if you take 11+ damage, you always get at least one Fatal Wound, an average of 2, and a maximum of 3. Thus, never leave your [[Medi-Kit]]s behind.&lt;br /&gt;
&lt;br /&gt;
If you receive from 1 to 10 damage, the likelihood of a Fatal Wound &#039;&#039;roll&#039;&#039; increases, in which case you roll again for 1, 2, or 3 FWs, evenly. In other words:&lt;br /&gt;
           &amp;lt;u&amp;gt;Chance of Fatal Wounds&amp;lt;/u&amp;gt;&lt;br /&gt;
 &amp;lt;u&amp;gt;Damage&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;  0  &amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;1, 2, or 3&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt; 1-3_&amp;lt;/u&amp;gt;&lt;br /&gt;
    1     90.9%      3.03%       9.1%  &lt;br /&gt;
    2     81.8%      6.06%      18.2%  &lt;br /&gt;
    3     72.7%      9.09%      27.3%  &lt;br /&gt;
    4     63.6%     12.12%      36.4%  &lt;br /&gt;
    5     54.5%     15.15%      45.5%  &lt;br /&gt;
    6     45.5%     18.18%      54.5%  &lt;br /&gt;
    7     36.4%     21.21%      63.6%  &lt;br /&gt;
    8     27.3%     24.24%      72.7%  &lt;br /&gt;
    9     18.2%     27.27%      81.8%  &lt;br /&gt;
   10      9.1%     30.30%      90.9%&lt;br /&gt;
   11+     0.0%     33.33%     100.0%  &lt;br /&gt;
Stated another way, the chance of receiving NO Fatal Wounds is:  (11 - Damage) / 11, if you receive 1-10 damage. And as discussed, at 11+ hits, you receive the even 33.3% chance of 1 to 3 FWs. Of course, if you receive no damage (0 Health lost), you never get a Fatal Wound.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medi-Kit]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
*[[Unconscious]]&lt;br /&gt;
*[[Accuracy formula]]&lt;br /&gt;
*[[Recovery time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=66003</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=66003"/>
		<updated>2015-06-24T06:53:26Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Structure */ Apparently o is not the same as 0. DOH!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Saved Game Files|save game file]] that has a record size of 124 bytes for UFO, or 132 for TFTD. Values are unsigned unless otherwise stated. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). It goes hand in hand with [[UNITPOS.DAT]].&lt;br /&gt;
&lt;br /&gt;
Comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine before tactical battles. Stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder and contains info on all units that will be present in the coming mission (in an alive state - the deaths of aliens killed by exploding UFO power units isn&#039;t determined until [[Battlescape_Map_Generation#KABOOM.21.21|later]]). Unlike the other two versions, this only contains the bare minimum number of records required to store the units it details.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNITREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], contains the mid-mission state of the unit table.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder at the end of combat. Used to determine which troopers/tanks survived, statistic gains via [[experience]], and which aliens need to be hauled off to the [[Alien Containment]] unit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#123|123]] (or [[#131|131]] for TFTD)) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0x7B|0x7B]] (or [[#0x83|0x83]] for TFTD)). Notes apply to both UFO and TFTD unless otherwise stated. Let us know what else you can find - refer to the [[#Notes|bottom of the page]] for those values that&#039;re unknown, or to the [[Talk:UNITREF.DAT|talk page]] for further ideas as to what they could be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00&lt;br /&gt;
|Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [[#53|[53]]] &amp;amp; [[#54|[54]]] (weapons in hands), [[#115|[115]]] (gender) and [[#120|[120]]] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
      &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                        &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
   0: Male/female unarmored X-COM soldier     0: Male/female unarmored X-COM diver   &lt;br /&gt;
   1: Male/female personal armor soldier      1: Male/female plastic armor diver&lt;br /&gt;
   2: Power/flying suit soldier               2: Power/flying suit diver&lt;br /&gt;
   3: Tank                                    3: Tank&lt;br /&gt;
   4: Sectoid                                 4: Aquatoid&lt;br /&gt;
   5: Snakeman                                5: Gillman&lt;br /&gt;
   6: Ethereal                                6: Lobster Man&lt;br /&gt;
   7: Muton                                   7: Tasoth&lt;br /&gt;
   8: Floater                                 8: Calcinite&lt;br /&gt;
   9: Celatid                                 9: Deep One&lt;br /&gt;
  10: Silacoid                               0A: BioDrone&lt;br /&gt;
  11: Chryssalid                             0B: Tentaculat&lt;br /&gt;
  12: Reaper                                 0C: Triscene&lt;br /&gt;
  13: Sectopod                               0D: Hallucinoid&lt;br /&gt;
  14: Cyberdisc                              0E: Xarquid&lt;br /&gt;
  15: Male civilian                          0F: Male civilians&lt;br /&gt;
  16: Female civilian                        10: Female civilians&lt;br /&gt;
  17: Zombie                                 11: Zombie&lt;br /&gt;
 255: Unused                                255: Unused&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If the corresponding [[UNITPOS.DAT]] record is unused, then the record is unused.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x01&lt;br /&gt;
|Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, [[#115|[115]]] and [[#116|[116]]] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x05&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|PCK set]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x09&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|TAB index for the PCK data]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A&lt;br /&gt;
|Unit facing. Does NOT control HWP turret direction; see [[#24|[24]]].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0B&lt;br /&gt;
|Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. [[MCD]][39+[[#11|UnitRef[11]]]] is the offset used. Note: By default, this is 0 for ALL unit types.&lt;br /&gt;
   0: Walking&lt;br /&gt;
   1: Sliding&lt;br /&gt;
   2: Flying&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C&lt;br /&gt;
|Current TUs.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0D&lt;br /&gt;
|Current Health. Health of 0 = Dead. Compare [[#42|[42]]], [[#120|[120]]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For my [[Talk:Bravery|Bravery experience point testing]], I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still &amp;quot;alive&amp;quot; (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died &#039;&#039;&#039;again&#039;&#039;&#039; at the end of &#039;&#039;&#039;next&#039;&#039;&#039; turn, even though they were all on the ground (I heard screams, and all soldiers&#039; Morale went to 100 again). What the heck? The aliens stayed down after that, though. --[[User:MikeTheRed|MikeTheRed]] 16:01, 3 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: [[UNITPOS.DAT]] offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF &amp;amp; BB - MTR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;While the game kills characters when Health&amp;lt;=Fatal Wounds (__ dies message), XComUtil will recover them based if their health is greater than 0.  Haven&#039;t tested an unmodified game.  --[[User:Zaimoni|Zaimoni]] 11:52, 14 April 2007 (CDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E&lt;br /&gt;
|Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0F&lt;br /&gt;
|Current Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10&lt;br /&gt;
|Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x11&lt;br /&gt;
|Strength&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12&lt;br /&gt;
|Current Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x13&lt;br /&gt;
|Current Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14&lt;br /&gt;
|Current Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x15&lt;br /&gt;
|Current Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16&lt;br /&gt;
|Current Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x17&lt;br /&gt;
|Base Firing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18&lt;br /&gt;
|Base Throwing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [[#10|[10]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x19&lt;br /&gt;
|Base TUs&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A&lt;br /&gt;
|Base Health&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1B&lt;br /&gt;
|Base Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C&lt;br /&gt;
|Base Reactions&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it&#039;s been damaged&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1D&lt;br /&gt;
|Base Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E&lt;br /&gt;
|Base Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1F&lt;br /&gt;
|Base Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20&lt;br /&gt;
|Base Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x21&lt;br /&gt;
|Base Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22&lt;br /&gt;
|Supposedly this was going to be Health Recharge which would function like the Energy Recharge. Always 0 and ignored by game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x23&lt;br /&gt;
|Energy to recharge each turn. Equals &#039;&#039;&#039;recruit initial&#039;&#039;&#039; TUs/3 ([[SOLDIER.DAT]][43], &#039;&#039;&#039;not&#039;&#039;&#039; total base TUs). This is a signed byte. See [[Time Units]] and [[Energy#Usage|Energy Usage]]; also see [[#45|[45]]] (energy usage when walking/turning). &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24&lt;br /&gt;
|Supposedly this was going to be Armor Recharge which would function like the Energy Recharge. Always 0 and probably unused, but needs testing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x25&lt;br /&gt;
|Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26&lt;br /&gt;
|Item to create when unit is unconscious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x27&lt;br /&gt;
|&amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with [[Rank]] Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28&lt;br /&gt;
|Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x29&lt;br /&gt;
|Animation frame counter for the unit. Used by eg [[Celatid]]s and [[Silacoid]]s. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A&lt;br /&gt;
|Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&#039;&#039;I don&#039;t see 255 set for three dead mutons in a current game... [[#13|[13]]] (Health=0) seems to be the only reliable death indicator for them. Compare [[#120|[120]]]. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2B&lt;br /&gt;
|Called &amp;quot;deployment&amp;quot; with values of 0 or 1 (0=inside, 1=outside). When alien units are generated for a battle, there is a random chance for this byte to be set. That unit is a &amp;quot;scout&amp;quot; and can be assigned to one of the neutral spawn points on the map without the need to fill up all the alien exclusive points first. In other words with &amp;quot;1&amp;quot; alien unit is spawned at exact random node marked as &amp;quot;civilian/scout&amp;quot; ignoring actual rank of unit. As result - Commander can occasionally be spawned outside of the UFO craft (and ramble around UFO), not in the &amp;quot;contol room&amp;quot;, which has exclusive commander spawn node.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C&lt;br /&gt;
|Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2. 0=Cautious,1=Normal,2=Aggressive  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039; This determines the amount of the unit&#039;s TUs that are devoted to shooting: 0=50%,1=60%,2=66%.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2D&lt;br /&gt;
|Used to calculate energy loss when walking or turning as: INT( TUs / 2&amp;lt;sup&amp;gt;[45]&amp;lt;/sup&amp;gt; ). See [[Energy#Usage]]; compare [[#35|[35]]] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map [[Time Units#Time_Unit_Walking_Usage_Tables|tile TU cost]] is 12). &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E&lt;br /&gt;
|HWP turret image. Only used (and only appears) if unit type [[#0|[0]]]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [[#113|[113]]] and [[#117|[117]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2F&lt;br /&gt;
|This is a direct copy of offset[48] from the [[MCD]] record of the tile the unit is standing on. A signed byte.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30&lt;br /&gt;
|Values for this byte always equal [[#52|[52]]] and are:&lt;br /&gt;
   2  (3x3 square; legacy 5 pixels):  Sectoid&lt;br /&gt;
   3  (5x5 square, corners removed; legacy 7 pixels):  Celatid, Chryssalid, Civvie,&lt;br /&gt;
      Ethereal, Floater, Muton, Snake, &#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
   4  (7x7 octagon; legacy 9 pixels):  Cyberdisc, Hovertank, Reaper, Sectopod, Tank&lt;br /&gt;
   5 (9x9 square, Ls with 3-pixel legs removed; legacy 11 pixels):  Silacoid&lt;br /&gt;
Based on copious research by [[User:Bomb_Bloke|Bomb_Bloke]], [[User:Seb76|Seb76]], [[user:Zombie|Zombie]], and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the &amp;quot;3D&amp;quot; shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each &amp;quot;silhoutte&amp;quot; that [[LOFTEMPS.DAT]] corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that&#039;s what this byte is about), and 24 pixels high (compare [[#49|[49]]]).&lt;br /&gt;
&lt;br /&gt;
This cylindrical shape is used in conjunction with height [[#49|[49]]] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section):&lt;br /&gt;
&lt;br /&gt;
                     LOF     LOF             Cross    Percent&lt;br /&gt;
                    Lookup  Width   Height  Section   of 384    Float   4x?&lt;br /&gt;
 Type               &#039;&#039;UR[48]  Pixels  UR[[#49|[49]]] Pxls X Ht  (16x24)   UR[[#51|[51]]]&#039;&#039;&lt;br /&gt;
 ----               ------  ------  ------ ---------  -------   ------  ---&lt;br /&gt;
 Sectoid               2       5      16       80      20.8%       -     -&lt;br /&gt;
 Celatid               3       7      12       84      21.9%       6     -&lt;br /&gt;
 Soldier (Kneeling)    3       7      14       98      25.5%       -     -&lt;br /&gt;
 Hovertank             4       9      12      108      28.1%       6    Yes&lt;br /&gt;
 Silacoid              5      11      10      110      28.6%       -     -&lt;br /&gt;
 Snakeman              3       7      18      126      32.8%       -     -&lt;br /&gt;
 Zombie                3       7      18      126      32.8%       -     -&lt;br /&gt;
 Ethereal              3       7      20      140      36.5%       -     -&lt;br /&gt;
 Cyberdisc             4       9      15      135      35.2%       2    Yes&lt;br /&gt;
 Chryssalid            3       7      21      147      38.3%       -     -&lt;br /&gt;
 Civilian              3       7      21      147      38.3%       2     -&lt;br /&gt;
 Floater               3       7      21      147      38.3%       2     -&lt;br /&gt;
 Muton                 3       7      21      147      38.3%       -     -&lt;br /&gt;
 Tank                  4       9      16      144      37.5%       -    Yes&lt;br /&gt;
 Soldier               3       7      22      154      40.1%       -     -&lt;br /&gt;
 Reaper                4       9      23      207      53.9%       -    Yes&lt;br /&gt;
 Sectopod              4       9      23      207      53.9%       -    Yes&lt;br /&gt;
Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the &amp;quot;Percent of 384&amp;quot; column. In reality, though, the [[Firing Accuracy|accuracy]] of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it&#039;s useful to see, keep in mind that this column only shows relative numbers.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;i&amp;gt;[[User:Zaimoni|Zaimoni]]: actual cross section depends on shot facing.  The table is close to correct for pure diagonal shots, so leaving alone for now.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit Float number ([[#51|[51]]], below) is shown simply for convenience. It does not enter into the cross-sectional computations. &amp;quot;4x&amp;quot; units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated).&lt;br /&gt;
&lt;br /&gt;
Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x31&lt;br /&gt;
|[[height|Standing height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32&lt;br /&gt;
|[[height|Kneeling height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x33&lt;br /&gt;
|Floating [[height]]. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The highest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34&lt;br /&gt;
|&amp;quot;Radius&amp;quot; of LOF Template. Always the same as [[#48|[48]]] in all known saved games. More info can be found at [[Talk:UNITREF.DAT#Offsets_0x30_.26_0x34|Talk:UNITREF.DAT#Offsets_0x30_&amp;amp;_0x34]] ([48] and [52]).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x35&lt;br /&gt;
|Image index for item in left hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36&lt;br /&gt;
|Image index for item in right hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but one of the above two bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x37&lt;br /&gt;
|[[Damage#Susceptible_to...|Damage Modifier]] Category&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but I think there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Value&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;0&#039;&#039;&#039;      Terrain and Items&lt;br /&gt;
    &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
    &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
    &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
    &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
    &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
    &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
    &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
    &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
    &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38&lt;br /&gt;
|[[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x39&lt;br /&gt;
|[[Psionic Strength]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A&lt;br /&gt;
|Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3B&lt;br /&gt;
|[[Bravery]] = 110 - (10 * &#039;&#039;this value&#039;&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C&lt;br /&gt;
|Panic mode. This takes effect at the start of the unit&#039;s next turn. Since it is cleared at that point, you&#039;ll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.&lt;br /&gt;
   0: None&lt;br /&gt;
   1: Freeze&lt;br /&gt;
   2: Running&lt;br /&gt;
   3: Berserk&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3D&lt;br /&gt;
|[[#62|[62]]] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E&lt;br /&gt;
|Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3F&lt;br /&gt;
|Number of [[Fatal Wounds]] to head.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40&lt;br /&gt;
|Number of fatal wounds to torso.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x41&lt;br /&gt;
|Number of fatal wounds to right arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42&lt;br /&gt;
|Number of fatal wounds to left arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x43&lt;br /&gt;
|Number of fatal wounds to right leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44&lt;br /&gt;
|Number of fatal wounds to left leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;69-70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;69-70&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x45-0x46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x45-0x46&lt;br /&gt;
|Indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69.&lt;br /&gt;
:For patrol AI (no X-COM units sighted in turn 1, either X-COM or alien):&lt;br /&gt;
::Byte 69 is the index of the node of the start of the planned move.&lt;br /&gt;
::Byte 70 is the index of the node of the end of the planned move.&lt;br /&gt;
:Note that the move may be multi-turn, and byte 69 is not guaranteed to update during a multi-turn move.  I think it will if the alien ends its move on a node, however. -- Zaimoni&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x47&lt;br /&gt;
|Unit lighting: always 16 for XCom units, 0 for most aliens but 1 for cyberdisc. If greater than 1, it is set to 1 when unit inactive - see the [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48&lt;br /&gt;
|The amount of [[Morale]] that has been restored using the [[Medi-Kit (EU)|Medkit&#039;s]] painkillers. The amount that &#039;&#039;can&#039;&#039; be restored is equal to the maximum health of the unit (index 26) minus their current health (index 13) further minus this.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x49&lt;br /&gt;
|Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A&lt;br /&gt;
|AI Mode. Zaimoni found [http://www.strategycore.co.uk/forums/UFO-AI-patch-t8908.html&amp;amp;st=20&amp;amp;start=20 Here] that the values are 0:PATROL, 1:SNIPER, 2:ATTACKING, 3:ESCAPING, 4:GUARD, 5:Returning to UFO. 255 (-1) is also possible. Zaimoni tripped this by wounding a Floater in SNIPER mode; it returned fire, then was taken down by another soldier. Snap guess is that this is a &amp;quot;recalculate&amp;quot; marker.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4B&lt;br /&gt;
|Unknown. With that said, the only item remaining on my list is called &amp;quot;lightdirect&amp;quot; or direction of light for a unit (0=all around, 1=direction unit facing). Unused by game code and always 0. Maybe it was for a hand-held light source, or a armor-mounted flashlight?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76-77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76-77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C-0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C-0x4D&lt;br /&gt;
|Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78-79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78-79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E-0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E-0x4F&lt;br /&gt;
|Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50&lt;br /&gt;
|[[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;81&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x51&lt;br /&gt;
|[[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero [[Damage]], it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;82&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;82&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x52&lt;br /&gt;
|[[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;83&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x53&lt;br /&gt;
|[[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;84&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;84&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x54&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[Psionic Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;85&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;85&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x55&lt;br /&gt;
|[[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;86-110&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;86-110&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x56-0x6E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x56-0x6E&lt;br /&gt;
|Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;111&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;111&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x6F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x6F&lt;br /&gt;
|Called &amp;quot;BigFire&amp;quot;. If true (value of 1) then the unit is currently firing a weapon. It reverts back to 0 afterwards - determines whether to render the gun and firing arm in the &amp;quot;pointing weapon&amp;quot; position, or whether the weapon is being held against the chest. If manually set to a value above 0, the unit will hold its weapon out until such time as it actually uses it.&lt;br /&gt;
&lt;br /&gt;
Note that this value is only used by units holding two-handed weapons. A unit holding for eg a pistol will &#039;&#039;always&#039;&#039; point the weapon, and uses a different arm sprite for the purposes of doing so (regardless of whether or not the weapon is being fired).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;112&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;112&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x70&lt;br /&gt;
|Called &amp;quot;Finished&amp;quot;. If true (value of 1) signifies that the unit finished AI actions for current turn.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;113&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;113&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x71&lt;br /&gt;
|If 1, then you can&#039;t use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don&#039;t use this but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
[[#1|[1]]] actually determines the inventory screen used, might be worth playing with that. [[#46|[46]]] determines the layout.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;114&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;114&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x72&lt;br /&gt;
|If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;115&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;115&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x73&lt;br /&gt;
|Gender: 0 = male, 1 = female.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;116&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;116&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x74&lt;br /&gt;
|Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;117&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;117&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x75&lt;br /&gt;
|Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                       F.A.  TUs        F.A.  TUs&lt;br /&gt;
   0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
   1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
   2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
   3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
   4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
   5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
  22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
 255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [[#46|[46]]], [[#113|[113]]], and [[#118|[118]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;118&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;118&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x76&lt;br /&gt;
|Ammo for [[#117|[117]]] turret weapon&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;119&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;119&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x77&lt;br /&gt;
|Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039;&lt;br /&gt;
 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
 00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
 00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
 00000101   5 Snakeman&lt;br /&gt;
 00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&#039;&#039;&lt;br /&gt;
 00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&#039;&#039;&lt;br /&gt;
 00010011  19 Snakeman&lt;br /&gt;
 00100110  38 PA Soldier&lt;br /&gt;
 00101010  42 Muton(3)&lt;br /&gt;
 00110001  49 Muton&lt;br /&gt;
 00110010  50 PA Soldier&lt;br /&gt;
 00110101  53 Silacoid(2)&lt;br /&gt;
 00111011  59 Celatid&lt;br /&gt;
 00111111  63 Silacoid&lt;br /&gt;
 01001110  78 PA Soldier&lt;br /&gt;
 01100111 103 PA Soldier&lt;br /&gt;
 01111111 127 Muton&lt;br /&gt;
 10010000 144 Muton&lt;br /&gt;
 11000000 192 Celatid&lt;br /&gt;
 11111110 254 Muton&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;120&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x78&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x78&lt;br /&gt;
|Unit bit flags, mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
 (  1) 1: 1 = Unit moving.&lt;br /&gt;
 (  2) 2: 1 = Unit can fly.&lt;br /&gt;
 (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
 (  8) 4: 1 = Has been to this unit in next unit loop. Or to put it another way, has the unit been selected this turn.&lt;br /&gt;
 ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
              (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
 ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
 ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
 (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
              Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;121&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;121&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x79&lt;br /&gt;
|Possible Values: 0 or 16. All units in unitref.dat get a value of 0 except for the second unit in the list which gets 16. Doesn&#039;t matter if the second unit is a soldier, a tank, or an alien. It&#039;s always 16. Editing it to 0 doesn&#039;t crash the game or have any dire consequences. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;122&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;122&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7A&lt;br /&gt;
|Always 0? Possible low byte of 123(0x7B)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;123&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;123&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7B&lt;br /&gt;
|Always 0? Possible high byte for 122(0x7A).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;124-125&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;124-125&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7C-0x7D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7C-0x7D&lt;br /&gt;
|TFTD ONLY - Bubble animation count for soldiers.  Can be 0 to 16 (0x0F).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;126-127&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;126-127&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7E-0x7F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7E-0x7F&lt;br /&gt;
|TFTD ONLY - Bubble animation delay, skips this amount of frames.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;128-129&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;128-129&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x80-0x81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x80-0x81&lt;br /&gt;
|TFTD ONLY - Bubble animation enable. (0=disable, 1=enable)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;130-131&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;130-131&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x82-0x83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x82-0x83&lt;br /&gt;
|TFTD ONLY - Called &amp;quot;floorabove&amp;quot; flag. Is there a floor above unit? (0=no, 1=yes)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets [[#23|[23]]]-[[#28|[28]]], etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset [[#78-79|[78-79]]]) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets [[#80|[80]]]-[[#85|[85]]]) causes stat and rank increases, and decreased health (offset [[#26|[26]]] - offset [[#13|[13]]]) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets [[#80|[80]]]-[[#85|[85]]]) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset [[#85|[85]]]) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets [[#80|[80]]]-[[#82|[82]]] or [[#84|[84]]]-[[#85|[85]]]; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   &amp;lt;strike&amp;gt;Offset of weapon from unit image?&amp;lt;/strike&amp;gt; &lt;br /&gt;
   &#039;&#039;Based on unit height and nothing else. There may be values to determine what arm sprites to use,&#039;&#039;&lt;br /&gt;
   &#039;&#039;but I doubt it.&#039;&#039;&lt;br /&gt;
   Firing sprite offset? &lt;br /&gt;
   &#039;&#039;Probably just based on unit height and some hardcoded values in the executable.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Inventory lockout?&amp;lt;/strike&amp;gt; &#039;&#039;All mind controlled units are locked out.&#039;&#039;&lt;br /&gt;
   Kneel lockout? &lt;br /&gt;
   &#039;&#039;Probably the same as above, I seem to remember that using XcomUtil to &amp;quot;swap sides&amp;quot; would make it&#039;&#039;&lt;br /&gt;
   &#039;&#039;possible to kneel small alien units.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Aliens seen?&amp;lt;/strike&amp;gt; &#039;&#039;Not used in unitref.dat, only in unitpos.dat. -[[User:Zombie|Zombie]] 23:48, 29 September 2006 (PDT)&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&amp;lt;/strike&amp;gt; &#039;&#039;Set according to unit type.&#039;&#039;&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 119 values.&lt;br /&gt;
   Unknown values (5 in total):&lt;br /&gt;
   [[#75|[075 / 0x4B]]] - Always 0?&lt;br /&gt;
   [[#119|[119 / 0x77]]] - No idea, possible bitfield, could be anything.&lt;br /&gt;
   [[#121|[121 / 0x79]]] - Second unit gets a value of 16. Everyone else gets 0. No obvious purpose.&lt;br /&gt;
   [[#122|[122 / 0x7A]]] - Always 0?&lt;br /&gt;
   [[#123|[123 / 0x7B]]] - Always 0?&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=66002</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=66002"/>
		<updated>2015-06-24T05:59:30Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Notes */ Updated known/unknown list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Saved Game Files|save game file]] that has a record size of 124 bytes for UFO, or 132 for TFTD. Values are unsigned unless otherwise stated. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). It goes hand in hand with [[UNITPOS.DAT]].&lt;br /&gt;
&lt;br /&gt;
Comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine before tactical battles. Stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder and contains info on all units that will be present in the coming mission (in an alive state - the deaths of aliens killed by exploding UFO power units isn&#039;t determined until [[Battlescape_Map_Generation#KABOOM.21.21|later]]). Unlike the other two versions, this only contains the bare minimum number of records required to store the units it details.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNITREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], contains the mid-mission state of the unit table.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder at the end of combat. Used to determine which troopers/tanks survived, statistic gains via [[experience]], and which aliens need to be hauled off to the [[Alien Containment]] unit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#123|123]] (or [[#131|131]] for TFTD)) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0x7B|0x7B]] (or [[#0x83|0x83]] for TFTD)). Notes apply to both UFO and TFTD unless otherwise stated. Let us know what else you can find - refer to the [[#Notes|bottom of the page]] for those values that&#039;re unknown, or to the [[Talk:UNITREF.DAT|talk page]] for further ideas as to what they could be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00&lt;br /&gt;
|Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [[#53|[53]]] &amp;amp; [[#54|[54]]] (weapons in hands), [[#115|[115]]] (gender) and [[#120|[120]]] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
      &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                        &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
   0: Male/female unarmored X-COM soldier     0: Male/female unarmored X-COM diver   &lt;br /&gt;
   1: Male/female personal armor soldier      1: Male/female plastic armor diver&lt;br /&gt;
   2: Power/flying suit soldier               2: Power/flying suit diver&lt;br /&gt;
   3: Tank                                    3: Tank&lt;br /&gt;
   4: Sectoid                                 4: Aquatoid&lt;br /&gt;
   5: Snakeman                                5: Gillman&lt;br /&gt;
   6: Ethereal                                6: Lobster Man&lt;br /&gt;
   7: Muton                                   7: Tasoth&lt;br /&gt;
   8: Floater                                 8: Calcinite&lt;br /&gt;
   9: Celatid                                 9: Deep One&lt;br /&gt;
  10: Silacoid                               0A: BioDrone&lt;br /&gt;
  11: Chryssalid                             0B: Tentaculat&lt;br /&gt;
  12: Reaper                                 0C: Triscene&lt;br /&gt;
  13: Sectopod                               0D: Hallucinoid&lt;br /&gt;
  14: Cyberdisc                              0E: Xarquid&lt;br /&gt;
  15: Male civilian                          0F: Male civilians&lt;br /&gt;
  16: Female civilian                        10: Female civilians&lt;br /&gt;
  17: Zombie                                 11: Zombie&lt;br /&gt;
 255: Unused                                255: Unused&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If the corresponding [[UNITPOS.DAT]] record is unused, then the record is unused.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x01&lt;br /&gt;
|Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, [[#115|[115]]] and [[#116|[116]]] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x05&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|PCK set]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x09&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|TAB index for the PCK data]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A&lt;br /&gt;
|Unit facing. Does NOT control HWP turret direction; see [[#24|[24]]].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0B&lt;br /&gt;
|Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. [[MCD]][39+[[#11|UnitRef[11]]]] is the offset used. Note: By default, this is 0 for ALL unit types.&lt;br /&gt;
   0: Walking&lt;br /&gt;
   1: Sliding&lt;br /&gt;
   2: Flying&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C&lt;br /&gt;
|Current TUs.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0D&lt;br /&gt;
|Current Health. Health of 0 = Dead. Compare [[#42|[42]]], [[#120|[120]]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For my [[Talk:Bravery|Bravery experience point testing]], I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still &amp;quot;alive&amp;quot; (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died &#039;&#039;&#039;again&#039;&#039;&#039; at the end of &#039;&#039;&#039;next&#039;&#039;&#039; turn, even though they were all on the ground (I heard screams, and all soldiers&#039; Morale went to 100 again). What the heck? The aliens stayed down after that, though. --[[User:MikeTheRed|MikeTheRed]] 16:01, 3 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: [[UNITPOS.DAT]] offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF &amp;amp; BB - MTR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;While the game kills characters when Health&amp;lt;=Fatal Wounds (__ dies message), XComUtil will recover them based if their health is greater than 0.  Haven&#039;t tested an unmodified game.  --[[User:Zaimoni|Zaimoni]] 11:52, 14 April 2007 (CDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E&lt;br /&gt;
|Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0F&lt;br /&gt;
|Current Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10&lt;br /&gt;
|Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x11&lt;br /&gt;
|Strength&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12&lt;br /&gt;
|Current Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x13&lt;br /&gt;
|Current Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14&lt;br /&gt;
|Current Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x15&lt;br /&gt;
|Current Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16&lt;br /&gt;
|Current Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x17&lt;br /&gt;
|Base Firing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18&lt;br /&gt;
|Base Throwing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [[#10|[10]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x19&lt;br /&gt;
|Base TUs&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A&lt;br /&gt;
|Base Health&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1B&lt;br /&gt;
|Base Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C&lt;br /&gt;
|Base Reactions&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it&#039;s been damaged&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1D&lt;br /&gt;
|Base Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E&lt;br /&gt;
|Base Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1F&lt;br /&gt;
|Base Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20&lt;br /&gt;
|Base Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x21&lt;br /&gt;
|Base Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22&lt;br /&gt;
|Supposedly this was going to be Health Recharge which would function like the Energy Recharge. Always 0 and ignored by game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x23&lt;br /&gt;
|Energy to recharge each turn. Equals &#039;&#039;&#039;recruit initial&#039;&#039;&#039; TUs/3 ([[SOLDIER.DAT]][43], &#039;&#039;&#039;not&#039;&#039;&#039; total base TUs). This is a signed byte. See [[Time Units]] and [[Energy#Usage|Energy Usage]]; also see [[#45|[45]]] (energy usage when walking/turning). &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24&lt;br /&gt;
|Supposedly this was going to be Armor Recharge which would function like the Energy Recharge. Always 0 and probably unused, but needs testing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x25&lt;br /&gt;
|Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26&lt;br /&gt;
|Item to create when unit is unconscious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x27&lt;br /&gt;
|&amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with [[Rank]] Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28&lt;br /&gt;
|Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x29&lt;br /&gt;
|Animation frame counter for the unit. Used by eg [[Celatid]]s and [[Silacoid]]s. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A&lt;br /&gt;
|Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&#039;&#039;I don&#039;t see 255 set for three dead mutons in a current game... [[#13|[13]]] (Health=0) seems to be the only reliable death indicator for them. Compare [[#120|[120]]]. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2B&lt;br /&gt;
|Called &amp;quot;deployment&amp;quot; with values of 0 or 1 (0=inside, 1=outside). When alien units are generated for a battle, there is a random chance for this byte to be set. That unit is a &amp;quot;scout&amp;quot; and can be assigned to one of the neutral spawn points on the map without the need to fill up all the alien exclusive points first. In other words with &amp;quot;1&amp;quot; alien unit is spawned at exact random node marked as &amp;quot;civilian/scout&amp;quot; ignoring actual rank of unit. As result - Commander can occasionally be spawned outside of the UFO craft (and ramble around UFO), not in the &amp;quot;contol room&amp;quot;, which has exclusive commander spawn node.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C&lt;br /&gt;
|Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2. 0=Cautious,1=Normal,2=Aggressive  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039; This determines the amount of the unit&#039;s TUs that are devoted to shooting: 0=50%,1=60%,2=66%.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2D&lt;br /&gt;
|Used to calculate energy loss when walking or turning as: INT( TUs / 2&amp;lt;sup&amp;gt;[45]&amp;lt;/sup&amp;gt; ). See [[Energy#Usage]]; compare [[#35|[35]]] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map [[Time Units#Time_Unit_Walking_Usage_Tables|tile TU cost]] is 12). &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E&lt;br /&gt;
|HWP turret image. Only used (and only appears) if unit type [[#0|[0]]]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [[#113|[113]]] and [[#117|[117]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2F&lt;br /&gt;
|This is a direct copy of offset[48] from the [[MCD]] record of the tile the unit is standing on. A signed byte.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30&lt;br /&gt;
|Values for this byte always equal [[#52|[52]]] and are:&lt;br /&gt;
   2  (3x3 square; legacy 5 pixels):  Sectoid&lt;br /&gt;
   3  (5x5 square, corners removed; legacy 7 pixels):  Celatid, Chryssalid, Civvie,&lt;br /&gt;
      Ethereal, Floater, Muton, Snake, &#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
   4  (7x7 octagon; legacy 9 pixels):  Cyberdisc, Hovertank, Reaper, Sectopod, Tank&lt;br /&gt;
   5 (9x9 square, Ls with 3-pixel legs removed; legacy 11 pixels):  Silacoid&lt;br /&gt;
Based on copious research by [[User:Bomb_Bloke|Bomb_Bloke]], [[User:Seb76|Seb76]], [[user:Zombie|Zombie]], and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the &amp;quot;3D&amp;quot; shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each &amp;quot;silhoutte&amp;quot; that [[LOFTEMPS.DAT]] corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that&#039;s what this byte is about), and 24 pixels high (compare [[#49|[49]]]).&lt;br /&gt;
&lt;br /&gt;
This cylindrical shape is used in conjunction with height [[#49|[49]]] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section):&lt;br /&gt;
&lt;br /&gt;
                     LOF     LOF             Cross    Percent&lt;br /&gt;
                    Lookup  Width   Height  Section   of 384    Float   4x?&lt;br /&gt;
 Type               &#039;&#039;UR[48]  Pixels  UR[[#49|[49]]] Pxls X Ht  (16x24)   UR[[#51|[51]]]&#039;&#039;&lt;br /&gt;
 ----               ------  ------  ------ ---------  -------   ------  ---&lt;br /&gt;
 Sectoid               2       5      16       80      20.8%       -     -&lt;br /&gt;
 Celatid               3       7      12       84      21.9%       6     -&lt;br /&gt;
 Soldier (Kneeling)    3       7      14       98      25.5%       -     -&lt;br /&gt;
 Hovertank             4       9      12      108      28.1%       6    Yes&lt;br /&gt;
 Silacoid              5      11      10      110      28.6%       -     -&lt;br /&gt;
 Snakeman              3       7      18      126      32.8%       -     -&lt;br /&gt;
 Zombie                3       7      18      126      32.8%       -     -&lt;br /&gt;
 Ethereal              3       7      20      140      36.5%       -     -&lt;br /&gt;
 Cyberdisc             4       9      15      135      35.2%       2    Yes&lt;br /&gt;
 Chryssalid            3       7      21      147      38.3%       -     -&lt;br /&gt;
 Civilian              3       7      21      147      38.3%       2     -&lt;br /&gt;
 Floater               3       7      21      147      38.3%       2     -&lt;br /&gt;
 Muton                 3       7      21      147      38.3%       -     -&lt;br /&gt;
 Tank                  4       9      16      144      37.5%       -    Yes&lt;br /&gt;
 Soldier               3       7      22      154      40.1%       -     -&lt;br /&gt;
 Reaper                4       9      23      207      53.9%       -    Yes&lt;br /&gt;
 Sectopod              4       9      23      207      53.9%       -    Yes&lt;br /&gt;
Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the &amp;quot;Percent of 384&amp;quot; column. In reality, though, the [[Firing Accuracy|accuracy]] of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it&#039;s useful to see, keep in mind that this column only shows relative numbers.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;i&amp;gt;[[User:Zaimoni|Zaimoni]]: actual cross section depends on shot facing.  The table is close to correct for pure diagonal shots, so leaving alone for now.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit Float number ([[#51|[51]]], below) is shown simply for convenience. It does not enter into the cross-sectional computations. &amp;quot;4x&amp;quot; units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated).&lt;br /&gt;
&lt;br /&gt;
Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x31&lt;br /&gt;
|[[height|Standing height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32&lt;br /&gt;
|[[height|Kneeling height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x33&lt;br /&gt;
|Floating [[height]]. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The highest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34&lt;br /&gt;
|&amp;quot;Radius&amp;quot; of LOF Template. Always the same as [[#48|[48]]] in all known saved games. More info can be found at [[Talk:UNITREF.DAT#Offsets_0x30_.26_0x34|Talk:UNITREF.DAT#Offsets_0x30_&amp;amp;_0x34]] ([48] and [52]).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x35&lt;br /&gt;
|Image index for item in left hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36&lt;br /&gt;
|Image index for item in right hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but one of the above two bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x37&lt;br /&gt;
|[[Damage#Susceptible_to...|Damage Modifier]] Category&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but I think there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Value&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;0&#039;&#039;&#039;      Terrain and Items&lt;br /&gt;
    &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
    &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
    &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
    &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
    &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
    &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
    &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
    &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
    &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38&lt;br /&gt;
|[[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x39&lt;br /&gt;
|[[Psionic Strength]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A&lt;br /&gt;
|Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3B&lt;br /&gt;
|[[Bravery]] = 110 - (10 * &#039;&#039;this value&#039;&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C&lt;br /&gt;
|Panic mode. This takes effect at the start of the unit&#039;s next turn. Since it is cleared at that point, you&#039;ll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.&lt;br /&gt;
   0: None&lt;br /&gt;
   1: Freeze&lt;br /&gt;
   2: Running&lt;br /&gt;
   3: Berserk&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3D&lt;br /&gt;
|[[#62|[62]]] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E&lt;br /&gt;
|Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3F&lt;br /&gt;
|Number of [[Fatal Wounds]] to head.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40&lt;br /&gt;
|Number of fatal wounds to torso.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x41&lt;br /&gt;
|Number of fatal wounds to right arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42&lt;br /&gt;
|Number of fatal wounds to left arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x43&lt;br /&gt;
|Number of fatal wounds to right leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44&lt;br /&gt;
|Number of fatal wounds to left leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;69-70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;69-70&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x45-0x46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x45-0x46&lt;br /&gt;
|Indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69.&lt;br /&gt;
:For patrol AI (no X-COM units sighted in turn 1, either X-COM or alien):&lt;br /&gt;
::Byte 69 is the index of the node of the start of the planned move.&lt;br /&gt;
::Byte 70 is the index of the node of the end of the planned move.&lt;br /&gt;
:Note that the move may be multi-turn, and byte 69 is not guaranteed to update during a multi-turn move.  I think it will if the alien ends its move on a node, however. -- Zaimoni&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x47&lt;br /&gt;
|Unit lighting: always 16 for XCom units, 0 for most aliens but 1 for cyberdisc. If greater than 1, it is set to 1 when unit inactive - see the [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48&lt;br /&gt;
|The amount of [[Morale]] that has been restored using the [[Medi-Kit (EU)|Medkit&#039;s]] painkillers. The amount that &#039;&#039;can&#039;&#039; be restored is equal to the maximum health of the unit (index 26) minus their current health (index 13) further minus this.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x49&lt;br /&gt;
|Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A&lt;br /&gt;
|AI Mode. Zaimoni found [http://www.strategycore.co.uk/forums/UFO-AI-patch-t8908.html&amp;amp;st=20&amp;amp;start=20 Here] that the values are 0:PATROL, 1:SNIPER, 2:ATTACKING, 3:ESCAPING, 4:GUARD, 5:Returning to UFO. 255 (-1) is also possible. Zaimoni tripped this by wounding a Floater in SNIPER mode; it returned fire, then was taken down by another soldier. Snap guess is that this is a &amp;quot;recalculate&amp;quot; marker.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4B&lt;br /&gt;
|Unknown. With that said, the only item remaining on my list is called &amp;quot;lightdirect&amp;quot; or direction of light for a unit (0=all around, 1=direction unit facing). Unused by game code and always 0. Maybe it was for a hand-held light source, or a armor-mounted flashlight?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76-77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76-77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C-0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C-0x4D&lt;br /&gt;
|Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78-79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78-79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E-0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E-0x4F&lt;br /&gt;
|Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50&lt;br /&gt;
|[[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;81&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x51&lt;br /&gt;
|[[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero [[Damage]], it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;82&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;82&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x52&lt;br /&gt;
|[[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;83&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x53&lt;br /&gt;
|[[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;84&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;84&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x54&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[Psionic Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;85&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;85&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x55&lt;br /&gt;
|[[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;86-110&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;86-110&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x56-0x6E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x56-0x6E&lt;br /&gt;
|Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;111&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;111&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x6F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x6F&lt;br /&gt;
|Called &amp;quot;BigFire&amp;quot;. If true (value of 1) then the unit is currently firing a weapon. It reverts back to 0 afterwards - determines whether to render the gun and firing arm in the &amp;quot;pointing weapon&amp;quot; position, or whether the weapon is being held against the chest. If manually set to a value above 0, the unit will hold its weapon out until such time as it actually uses it.&lt;br /&gt;
&lt;br /&gt;
Note that this value is only used by units holding two-handed weapons. A unit holding for eg a pistol will &#039;&#039;always&#039;&#039; point the weapon, and uses a different arm sprite for the purposes of doing so (regardless of whether or not the weapon is being fired).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;112&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;112&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x70&lt;br /&gt;
|Called &amp;quot;Finished&amp;quot;. If true (value of 1) signifies that the unit finished AI actions for current turn.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;113&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;113&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x71&lt;br /&gt;
|If 1, then you can&#039;t use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don&#039;t use this but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
[[#1|[1]]] actually determines the inventory screen used, might be worth playing with that. [[#46|[46]]] determines the layout.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;114&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;114&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x72&lt;br /&gt;
|If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;115&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;115&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x73&lt;br /&gt;
|Gender: 0 = male, 1 = female.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;116&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;116&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x74&lt;br /&gt;
|Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;117&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;117&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x75&lt;br /&gt;
|Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                       F.A.  TUs        F.A.  TUs&lt;br /&gt;
   0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
   1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
   2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
   3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
   4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
   5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
  22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
 255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [[#46|[46]]], [[#113|[113]]], and [[#118|[118]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;118&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;118&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x76&lt;br /&gt;
|Ammo for [[#117|[117]]] turret weapon&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;119&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;119&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x77&lt;br /&gt;
|Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039;&lt;br /&gt;
 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
 00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
 00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
 00000101   5 Snakeman&lt;br /&gt;
 00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&#039;&#039;&lt;br /&gt;
 00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&#039;&#039;&lt;br /&gt;
 00010011  19 Snakeman&lt;br /&gt;
 00100110  38 PA Soldier&lt;br /&gt;
 00101010  42 Muton(3)&lt;br /&gt;
 00110001  49 Muton&lt;br /&gt;
 00110010  50 PA Soldier&lt;br /&gt;
 00110101  53 Silacoid(2)&lt;br /&gt;
 00111011  59 Celatid&lt;br /&gt;
 00111111  63 Silacoid&lt;br /&gt;
 01001110  78 PA Soldier&lt;br /&gt;
 01100111 103 PA Soldier&lt;br /&gt;
 01111111 127 Muton&lt;br /&gt;
 10010000 144 Muton&lt;br /&gt;
 11000000 192 Celatid&lt;br /&gt;
 11111110 254 Muton&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;120&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x78&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x78&lt;br /&gt;
|Unit bit flags, mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
 (  1) 1: 1 = Unit moving.&lt;br /&gt;
 (  2) 2: 1 = Unit can fly.&lt;br /&gt;
 (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
 (  8) 4: 1 = Has been to this unit in next unit loop. Or to put it another way, has the unit been selected this turn.&lt;br /&gt;
 ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
              (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
 ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
 ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
 (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
              Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;121&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;121&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x79&lt;br /&gt;
|Possible Values: 0 or 16. All units in unitref.dat get a value of 0 except for the second unit in the list which gets 16. Doesn&#039;t matter if the second unit is a soldier, a tank, or an alien. It&#039;s always 16. Editing it to 0 doesn&#039;t crash the game or have any dire consequences. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;122&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;122&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7A&lt;br /&gt;
|Always 0? Possible low byte of 123(0x7B)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;123&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;123&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7B&lt;br /&gt;
|Always 0? Possible high byte for 122(0x7A).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;124-125&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;124-125&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7C-0x7D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7C-0x7D&lt;br /&gt;
|TFTD ONLY - Bubble animation count for soldiers.  Can be 0 to 16 (0x0F).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;126-127&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;126-127&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7E-0x7F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7E-0x7F&lt;br /&gt;
|TFTD ONLY - Bubble animation delay, skips this amount of frames.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;128-129&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;128-129&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x80-0x81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x80-ox81&lt;br /&gt;
|TFTD ONLY - Bubble animation enable. (0=disable, 1=enable)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;130-131&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;130-131&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x82-0x83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x82-0x83&lt;br /&gt;
|TFTD ONLY - Called &amp;quot;floorabove&amp;quot; flag. Is there a floor above unit? (0=no, 1=yes)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets [[#23|[23]]]-[[#28|[28]]], etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset [[#78-79|[78-79]]]) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets [[#80|[80]]]-[[#85|[85]]]) causes stat and rank increases, and decreased health (offset [[#26|[26]]] - offset [[#13|[13]]]) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets [[#80|[80]]]-[[#85|[85]]]) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset [[#85|[85]]]) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets [[#80|[80]]]-[[#82|[82]]] or [[#84|[84]]]-[[#85|[85]]]; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   &amp;lt;strike&amp;gt;Offset of weapon from unit image?&amp;lt;/strike&amp;gt; &lt;br /&gt;
   &#039;&#039;Based on unit height and nothing else. There may be values to determine what arm sprites to use,&#039;&#039;&lt;br /&gt;
   &#039;&#039;but I doubt it.&#039;&#039;&lt;br /&gt;
   Firing sprite offset? &lt;br /&gt;
   &#039;&#039;Probably just based on unit height and some hardcoded values in the executable.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Inventory lockout?&amp;lt;/strike&amp;gt; &#039;&#039;All mind controlled units are locked out.&#039;&#039;&lt;br /&gt;
   Kneel lockout? &lt;br /&gt;
   &#039;&#039;Probably the same as above, I seem to remember that using XcomUtil to &amp;quot;swap sides&amp;quot; would make it&#039;&#039;&lt;br /&gt;
   &#039;&#039;possible to kneel small alien units.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Aliens seen?&amp;lt;/strike&amp;gt; &#039;&#039;Not used in unitref.dat, only in unitpos.dat. -[[User:Zombie|Zombie]] 23:48, 29 September 2006 (PDT)&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&amp;lt;/strike&amp;gt; &#039;&#039;Set according to unit type.&#039;&#039;&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 119 values.&lt;br /&gt;
   Unknown values (5 in total):&lt;br /&gt;
   [[#75|[075 / 0x4B]]] - Always 0?&lt;br /&gt;
   [[#119|[119 / 0x77]]] - No idea, possible bitfield, could be anything.&lt;br /&gt;
   [[#121|[121 / 0x79]]] - Second unit gets a value of 16. Everyone else gets 0. No obvious purpose.&lt;br /&gt;
   [[#122|[122 / 0x7A]]] - Always 0?&lt;br /&gt;
   [[#123|[123 / 0x7B]]] - Always 0?&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=66001</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=66001"/>
		<updated>2015-06-24T05:51:27Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Structure */ Changed a bit in 0x78 and added some possible info on 0x7A&amp;amp;B.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Saved Game Files|save game file]] that has a record size of 124 bytes for UFO, or 132 for TFTD. Values are unsigned unless otherwise stated. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). It goes hand in hand with [[UNITPOS.DAT]].&lt;br /&gt;
&lt;br /&gt;
Comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine before tactical battles. Stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder and contains info on all units that will be present in the coming mission (in an alive state - the deaths of aliens killed by exploding UFO power units isn&#039;t determined until [[Battlescape_Map_Generation#KABOOM.21.21|later]]). Unlike the other two versions, this only contains the bare minimum number of records required to store the units it details.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNITREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], contains the mid-mission state of the unit table.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder at the end of combat. Used to determine which troopers/tanks survived, statistic gains via [[experience]], and which aliens need to be hauled off to the [[Alien Containment]] unit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#123|123]] (or [[#131|131]] for TFTD)) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0x7B|0x7B]] (or [[#0x83|0x83]] for TFTD)). Notes apply to both UFO and TFTD unless otherwise stated. Let us know what else you can find - refer to the [[#Notes|bottom of the page]] for those values that&#039;re unknown, or to the [[Talk:UNITREF.DAT|talk page]] for further ideas as to what they could be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00&lt;br /&gt;
|Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [[#53|[53]]] &amp;amp; [[#54|[54]]] (weapons in hands), [[#115|[115]]] (gender) and [[#120|[120]]] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
      &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                        &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
   0: Male/female unarmored X-COM soldier     0: Male/female unarmored X-COM diver   &lt;br /&gt;
   1: Male/female personal armor soldier      1: Male/female plastic armor diver&lt;br /&gt;
   2: Power/flying suit soldier               2: Power/flying suit diver&lt;br /&gt;
   3: Tank                                    3: Tank&lt;br /&gt;
   4: Sectoid                                 4: Aquatoid&lt;br /&gt;
   5: Snakeman                                5: Gillman&lt;br /&gt;
   6: Ethereal                                6: Lobster Man&lt;br /&gt;
   7: Muton                                   7: Tasoth&lt;br /&gt;
   8: Floater                                 8: Calcinite&lt;br /&gt;
   9: Celatid                                 9: Deep One&lt;br /&gt;
  10: Silacoid                               0A: BioDrone&lt;br /&gt;
  11: Chryssalid                             0B: Tentaculat&lt;br /&gt;
  12: Reaper                                 0C: Triscene&lt;br /&gt;
  13: Sectopod                               0D: Hallucinoid&lt;br /&gt;
  14: Cyberdisc                              0E: Xarquid&lt;br /&gt;
  15: Male civilian                          0F: Male civilians&lt;br /&gt;
  16: Female civilian                        10: Female civilians&lt;br /&gt;
  17: Zombie                                 11: Zombie&lt;br /&gt;
 255: Unused                                255: Unused&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If the corresponding [[UNITPOS.DAT]] record is unused, then the record is unused.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x01&lt;br /&gt;
|Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, [[#115|[115]]] and [[#116|[116]]] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x05&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|PCK set]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x09&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|TAB index for the PCK data]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A&lt;br /&gt;
|Unit facing. Does NOT control HWP turret direction; see [[#24|[24]]].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0B&lt;br /&gt;
|Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. [[MCD]][39+[[#11|UnitRef[11]]]] is the offset used. Note: By default, this is 0 for ALL unit types.&lt;br /&gt;
   0: Walking&lt;br /&gt;
   1: Sliding&lt;br /&gt;
   2: Flying&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C&lt;br /&gt;
|Current TUs.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0D&lt;br /&gt;
|Current Health. Health of 0 = Dead. Compare [[#42|[42]]], [[#120|[120]]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For my [[Talk:Bravery|Bravery experience point testing]], I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still &amp;quot;alive&amp;quot; (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died &#039;&#039;&#039;again&#039;&#039;&#039; at the end of &#039;&#039;&#039;next&#039;&#039;&#039; turn, even though they were all on the ground (I heard screams, and all soldiers&#039; Morale went to 100 again). What the heck? The aliens stayed down after that, though. --[[User:MikeTheRed|MikeTheRed]] 16:01, 3 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: [[UNITPOS.DAT]] offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF &amp;amp; BB - MTR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;While the game kills characters when Health&amp;lt;=Fatal Wounds (__ dies message), XComUtil will recover them based if their health is greater than 0.  Haven&#039;t tested an unmodified game.  --[[User:Zaimoni|Zaimoni]] 11:52, 14 April 2007 (CDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E&lt;br /&gt;
|Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0F&lt;br /&gt;
|Current Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10&lt;br /&gt;
|Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x11&lt;br /&gt;
|Strength&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12&lt;br /&gt;
|Current Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x13&lt;br /&gt;
|Current Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14&lt;br /&gt;
|Current Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x15&lt;br /&gt;
|Current Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16&lt;br /&gt;
|Current Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x17&lt;br /&gt;
|Base Firing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18&lt;br /&gt;
|Base Throwing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [[#10|[10]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x19&lt;br /&gt;
|Base TUs&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A&lt;br /&gt;
|Base Health&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1B&lt;br /&gt;
|Base Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C&lt;br /&gt;
|Base Reactions&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it&#039;s been damaged&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1D&lt;br /&gt;
|Base Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E&lt;br /&gt;
|Base Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1F&lt;br /&gt;
|Base Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20&lt;br /&gt;
|Base Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x21&lt;br /&gt;
|Base Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22&lt;br /&gt;
|Supposedly this was going to be Health Recharge which would function like the Energy Recharge. Always 0 and ignored by game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x23&lt;br /&gt;
|Energy to recharge each turn. Equals &#039;&#039;&#039;recruit initial&#039;&#039;&#039; TUs/3 ([[SOLDIER.DAT]][43], &#039;&#039;&#039;not&#039;&#039;&#039; total base TUs). This is a signed byte. See [[Time Units]] and [[Energy#Usage|Energy Usage]]; also see [[#45|[45]]] (energy usage when walking/turning). &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24&lt;br /&gt;
|Supposedly this was going to be Armor Recharge which would function like the Energy Recharge. Always 0 and probably unused, but needs testing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x25&lt;br /&gt;
|Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26&lt;br /&gt;
|Item to create when unit is unconscious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x27&lt;br /&gt;
|&amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with [[Rank]] Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28&lt;br /&gt;
|Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x29&lt;br /&gt;
|Animation frame counter for the unit. Used by eg [[Celatid]]s and [[Silacoid]]s. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A&lt;br /&gt;
|Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&#039;&#039;I don&#039;t see 255 set for three dead mutons in a current game... [[#13|[13]]] (Health=0) seems to be the only reliable death indicator for them. Compare [[#120|[120]]]. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2B&lt;br /&gt;
|Called &amp;quot;deployment&amp;quot; with values of 0 or 1 (0=inside, 1=outside). When alien units are generated for a battle, there is a random chance for this byte to be set. That unit is a &amp;quot;scout&amp;quot; and can be assigned to one of the neutral spawn points on the map without the need to fill up all the alien exclusive points first. In other words with &amp;quot;1&amp;quot; alien unit is spawned at exact random node marked as &amp;quot;civilian/scout&amp;quot; ignoring actual rank of unit. As result - Commander can occasionally be spawned outside of the UFO craft (and ramble around UFO), not in the &amp;quot;contol room&amp;quot;, which has exclusive commander spawn node.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C&lt;br /&gt;
|Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2. 0=Cautious,1=Normal,2=Aggressive  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039; This determines the amount of the unit&#039;s TUs that are devoted to shooting: 0=50%,1=60%,2=66%.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2D&lt;br /&gt;
|Used to calculate energy loss when walking or turning as: INT( TUs / 2&amp;lt;sup&amp;gt;[45]&amp;lt;/sup&amp;gt; ). See [[Energy#Usage]]; compare [[#35|[35]]] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map [[Time Units#Time_Unit_Walking_Usage_Tables|tile TU cost]] is 12). &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E&lt;br /&gt;
|HWP turret image. Only used (and only appears) if unit type [[#0|[0]]]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [[#113|[113]]] and [[#117|[117]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2F&lt;br /&gt;
|This is a direct copy of offset[48] from the [[MCD]] record of the tile the unit is standing on. A signed byte.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30&lt;br /&gt;
|Values for this byte always equal [[#52|[52]]] and are:&lt;br /&gt;
   2  (3x3 square; legacy 5 pixels):  Sectoid&lt;br /&gt;
   3  (5x5 square, corners removed; legacy 7 pixels):  Celatid, Chryssalid, Civvie,&lt;br /&gt;
      Ethereal, Floater, Muton, Snake, &#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
   4  (7x7 octagon; legacy 9 pixels):  Cyberdisc, Hovertank, Reaper, Sectopod, Tank&lt;br /&gt;
   5 (9x9 square, Ls with 3-pixel legs removed; legacy 11 pixels):  Silacoid&lt;br /&gt;
Based on copious research by [[User:Bomb_Bloke|Bomb_Bloke]], [[User:Seb76|Seb76]], [[user:Zombie|Zombie]], and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the &amp;quot;3D&amp;quot; shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each &amp;quot;silhoutte&amp;quot; that [[LOFTEMPS.DAT]] corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that&#039;s what this byte is about), and 24 pixels high (compare [[#49|[49]]]).&lt;br /&gt;
&lt;br /&gt;
This cylindrical shape is used in conjunction with height [[#49|[49]]] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section):&lt;br /&gt;
&lt;br /&gt;
                     LOF     LOF             Cross    Percent&lt;br /&gt;
                    Lookup  Width   Height  Section   of 384    Float   4x?&lt;br /&gt;
 Type               &#039;&#039;UR[48]  Pixels  UR[[#49|[49]]] Pxls X Ht  (16x24)   UR[[#51|[51]]]&#039;&#039;&lt;br /&gt;
 ----               ------  ------  ------ ---------  -------   ------  ---&lt;br /&gt;
 Sectoid               2       5      16       80      20.8%       -     -&lt;br /&gt;
 Celatid               3       7      12       84      21.9%       6     -&lt;br /&gt;
 Soldier (Kneeling)    3       7      14       98      25.5%       -     -&lt;br /&gt;
 Hovertank             4       9      12      108      28.1%       6    Yes&lt;br /&gt;
 Silacoid              5      11      10      110      28.6%       -     -&lt;br /&gt;
 Snakeman              3       7      18      126      32.8%       -     -&lt;br /&gt;
 Zombie                3       7      18      126      32.8%       -     -&lt;br /&gt;
 Ethereal              3       7      20      140      36.5%       -     -&lt;br /&gt;
 Cyberdisc             4       9      15      135      35.2%       2    Yes&lt;br /&gt;
 Chryssalid            3       7      21      147      38.3%       -     -&lt;br /&gt;
 Civilian              3       7      21      147      38.3%       2     -&lt;br /&gt;
 Floater               3       7      21      147      38.3%       2     -&lt;br /&gt;
 Muton                 3       7      21      147      38.3%       -     -&lt;br /&gt;
 Tank                  4       9      16      144      37.5%       -    Yes&lt;br /&gt;
 Soldier               3       7      22      154      40.1%       -     -&lt;br /&gt;
 Reaper                4       9      23      207      53.9%       -    Yes&lt;br /&gt;
 Sectopod              4       9      23      207      53.9%       -    Yes&lt;br /&gt;
Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the &amp;quot;Percent of 384&amp;quot; column. In reality, though, the [[Firing Accuracy|accuracy]] of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it&#039;s useful to see, keep in mind that this column only shows relative numbers.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;i&amp;gt;[[User:Zaimoni|Zaimoni]]: actual cross section depends on shot facing.  The table is close to correct for pure diagonal shots, so leaving alone for now.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit Float number ([[#51|[51]]], below) is shown simply for convenience. It does not enter into the cross-sectional computations. &amp;quot;4x&amp;quot; units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated).&lt;br /&gt;
&lt;br /&gt;
Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x31&lt;br /&gt;
|[[height|Standing height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32&lt;br /&gt;
|[[height|Kneeling height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x33&lt;br /&gt;
|Floating [[height]]. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The highest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34&lt;br /&gt;
|&amp;quot;Radius&amp;quot; of LOF Template. Always the same as [[#48|[48]]] in all known saved games. More info can be found at [[Talk:UNITREF.DAT#Offsets_0x30_.26_0x34|Talk:UNITREF.DAT#Offsets_0x30_&amp;amp;_0x34]] ([48] and [52]).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x35&lt;br /&gt;
|Image index for item in left hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36&lt;br /&gt;
|Image index for item in right hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but one of the above two bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x37&lt;br /&gt;
|[[Damage#Susceptible_to...|Damage Modifier]] Category&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but I think there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Value&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;0&#039;&#039;&#039;      Terrain and Items&lt;br /&gt;
    &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
    &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
    &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
    &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
    &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
    &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
    &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
    &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
    &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38&lt;br /&gt;
|[[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x39&lt;br /&gt;
|[[Psionic Strength]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A&lt;br /&gt;
|Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3B&lt;br /&gt;
|[[Bravery]] = 110 - (10 * &#039;&#039;this value&#039;&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C&lt;br /&gt;
|Panic mode. This takes effect at the start of the unit&#039;s next turn. Since it is cleared at that point, you&#039;ll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.&lt;br /&gt;
   0: None&lt;br /&gt;
   1: Freeze&lt;br /&gt;
   2: Running&lt;br /&gt;
   3: Berserk&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3D&lt;br /&gt;
|[[#62|[62]]] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E&lt;br /&gt;
|Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3F&lt;br /&gt;
|Number of [[Fatal Wounds]] to head.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40&lt;br /&gt;
|Number of fatal wounds to torso.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x41&lt;br /&gt;
|Number of fatal wounds to right arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42&lt;br /&gt;
|Number of fatal wounds to left arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x43&lt;br /&gt;
|Number of fatal wounds to right leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44&lt;br /&gt;
|Number of fatal wounds to left leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;69-70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;69-70&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x45-0x46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x45-0x46&lt;br /&gt;
|Indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69.&lt;br /&gt;
:For patrol AI (no X-COM units sighted in turn 1, either X-COM or alien):&lt;br /&gt;
::Byte 69 is the index of the node of the start of the planned move.&lt;br /&gt;
::Byte 70 is the index of the node of the end of the planned move.&lt;br /&gt;
:Note that the move may be multi-turn, and byte 69 is not guaranteed to update during a multi-turn move.  I think it will if the alien ends its move on a node, however. -- Zaimoni&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x47&lt;br /&gt;
|Unit lighting: always 16 for XCom units, 0 for most aliens but 1 for cyberdisc. If greater than 1, it is set to 1 when unit inactive - see the [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48&lt;br /&gt;
|The amount of [[Morale]] that has been restored using the [[Medi-Kit (EU)|Medkit&#039;s]] painkillers. The amount that &#039;&#039;can&#039;&#039; be restored is equal to the maximum health of the unit (index 26) minus their current health (index 13) further minus this.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x49&lt;br /&gt;
|Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A&lt;br /&gt;
|AI Mode. Zaimoni found [http://www.strategycore.co.uk/forums/UFO-AI-patch-t8908.html&amp;amp;st=20&amp;amp;start=20 Here] that the values are 0:PATROL, 1:SNIPER, 2:ATTACKING, 3:ESCAPING, 4:GUARD, 5:Returning to UFO. 255 (-1) is also possible. Zaimoni tripped this by wounding a Floater in SNIPER mode; it returned fire, then was taken down by another soldier. Snap guess is that this is a &amp;quot;recalculate&amp;quot; marker.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4B&lt;br /&gt;
|Unknown. With that said, the only item remaining on my list is called &amp;quot;lightdirect&amp;quot; or direction of light for a unit (0=all around, 1=direction unit facing). Unused by game code and always 0. Maybe it was for a hand-held light source, or a armor-mounted flashlight?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76-77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76-77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C-0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C-0x4D&lt;br /&gt;
|Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78-79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78-79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E-0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E-0x4F&lt;br /&gt;
|Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50&lt;br /&gt;
|[[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;81&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x51&lt;br /&gt;
|[[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero [[Damage]], it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;82&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;82&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x52&lt;br /&gt;
|[[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;83&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x53&lt;br /&gt;
|[[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;84&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;84&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x54&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[Psionic Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;85&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;85&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x55&lt;br /&gt;
|[[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;86-110&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;86-110&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x56-0x6E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x56-0x6E&lt;br /&gt;
|Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;111&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;111&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x6F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x6F&lt;br /&gt;
|Called &amp;quot;BigFire&amp;quot;. If true (value of 1) then the unit is currently firing a weapon. It reverts back to 0 afterwards - determines whether to render the gun and firing arm in the &amp;quot;pointing weapon&amp;quot; position, or whether the weapon is being held against the chest. If manually set to a value above 0, the unit will hold its weapon out until such time as it actually uses it.&lt;br /&gt;
&lt;br /&gt;
Note that this value is only used by units holding two-handed weapons. A unit holding for eg a pistol will &#039;&#039;always&#039;&#039; point the weapon, and uses a different arm sprite for the purposes of doing so (regardless of whether or not the weapon is being fired).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;112&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;112&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x70&lt;br /&gt;
|Called &amp;quot;Finished&amp;quot;. If true (value of 1) signifies that the unit finished AI actions for current turn.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;113&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;113&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x71&lt;br /&gt;
|If 1, then you can&#039;t use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don&#039;t use this but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
[[#1|[1]]] actually determines the inventory screen used, might be worth playing with that. [[#46|[46]]] determines the layout.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;114&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;114&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x72&lt;br /&gt;
|If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;115&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;115&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x73&lt;br /&gt;
|Gender: 0 = male, 1 = female.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;116&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;116&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x74&lt;br /&gt;
|Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;117&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;117&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x75&lt;br /&gt;
|Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                       F.A.  TUs        F.A.  TUs&lt;br /&gt;
   0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
   1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
   2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
   3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
   4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
   5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
  22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
 255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [[#46|[46]]], [[#113|[113]]], and [[#118|[118]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;118&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;118&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x76&lt;br /&gt;
|Ammo for [[#117|[117]]] turret weapon&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;119&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;119&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x77&lt;br /&gt;
|Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039;&lt;br /&gt;
 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
 00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
 00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
 00000101   5 Snakeman&lt;br /&gt;
 00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&#039;&#039;&lt;br /&gt;
 00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&#039;&#039;&lt;br /&gt;
 00010011  19 Snakeman&lt;br /&gt;
 00100110  38 PA Soldier&lt;br /&gt;
 00101010  42 Muton(3)&lt;br /&gt;
 00110001  49 Muton&lt;br /&gt;
 00110010  50 PA Soldier&lt;br /&gt;
 00110101  53 Silacoid(2)&lt;br /&gt;
 00111011  59 Celatid&lt;br /&gt;
 00111111  63 Silacoid&lt;br /&gt;
 01001110  78 PA Soldier&lt;br /&gt;
 01100111 103 PA Soldier&lt;br /&gt;
 01111111 127 Muton&lt;br /&gt;
 10010000 144 Muton&lt;br /&gt;
 11000000 192 Celatid&lt;br /&gt;
 11111110 254 Muton&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;120&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x78&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x78&lt;br /&gt;
|Unit bit flags, mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
 (  1) 1: 1 = Unit moving.&lt;br /&gt;
 (  2) 2: 1 = Unit can fly.&lt;br /&gt;
 (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
 (  8) 4: 1 = Has been to this unit in next unit loop. Or to put it another way, has the unit been selected this turn.&lt;br /&gt;
 ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
              (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
 ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
 ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
 (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
              Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;121&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;121&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x79&lt;br /&gt;
|Possible Values: 0 or 16. All units in unitref.dat get a value of 0 except for the second unit in the list which gets 16. Doesn&#039;t matter if the second unit is a soldier, a tank, or an alien. It&#039;s always 16. Editing it to 0 doesn&#039;t crash the game or have any dire consequences. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;122&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;122&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7A&lt;br /&gt;
|Always 0? Possible low byte of 123(0x7B)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;123&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;123&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7B&lt;br /&gt;
|Always 0? Possible high byte for 122(0x7A).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;124-125&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;124-125&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7C-0x7D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7C-0x7D&lt;br /&gt;
|TFTD ONLY - Bubble animation count for soldiers.  Can be 0 to 16 (0x0F).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;126-127&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;126-127&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7E-0x7F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7E-0x7F&lt;br /&gt;
|TFTD ONLY - Bubble animation delay, skips this amount of frames.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;128-129&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;128-129&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x80-0x81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x80-ox81&lt;br /&gt;
|TFTD ONLY - Bubble animation enable. (0=disable, 1=enable)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;130-131&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;130-131&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x82-0x83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x82-0x83&lt;br /&gt;
|TFTD ONLY - Called &amp;quot;floorabove&amp;quot; flag. Is there a floor above unit? (0=no, 1=yes)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets [[#23|[23]]]-[[#28|[28]]], etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset [[#78-79|[78-79]]]) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets [[#80|[80]]]-[[#85|[85]]]) causes stat and rank increases, and decreased health (offset [[#26|[26]]] - offset [[#13|[13]]]) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets [[#80|[80]]]-[[#85|[85]]]) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset [[#85|[85]]]) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets [[#80|[80]]]-[[#82|[82]]] or [[#84|[84]]]-[[#85|[85]]]; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   &amp;lt;strike&amp;gt;Offset of weapon from unit image?&amp;lt;/strike&amp;gt; &lt;br /&gt;
   &#039;&#039;Based on unit height and nothing else. There may be values to determine what arm sprites to use,&#039;&#039;&lt;br /&gt;
   &#039;&#039;but I doubt it.&#039;&#039;&lt;br /&gt;
   Firing sprite offset? &lt;br /&gt;
   &#039;&#039;Probably just based on unit height and some hardcoded values in the executable.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Inventory lockout?&amp;lt;/strike&amp;gt; &#039;&#039;All mind controlled units are locked out.&#039;&#039;&lt;br /&gt;
   Kneel lockout? &lt;br /&gt;
   &#039;&#039;Probably the same as above, I seem to remember that using XcomUtil to &amp;quot;swap sides&amp;quot; would make it&#039;&#039;&lt;br /&gt;
   &#039;&#039;possible to kneel small alien units.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Aliens seen?&amp;lt;/strike&amp;gt; &#039;&#039;Not used in unitref.dat, only in unitpos.dat. -[[User:Zombie|Zombie]] 23:48, 29 September 2006 (PDT)&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&amp;lt;/strike&amp;gt; &#039;&#039;Set according to unit type.&#039;&#039;&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 111 values.&lt;br /&gt;
   Unknown values (13 in total):&lt;br /&gt;
   [[#34|[034 / 0x22]]] - Always 0?&lt;br /&gt;
   [[#36|[036 / 0x24]]] - Always 0?&lt;br /&gt;
   [[#43|[043 / 0x2B]]] - Set to 1 on occasion, usually 0.&lt;br /&gt;
   [[#52|[052 / 0x34]]] - Seems to be a mirror of 48 / 0x30, the LOFTemp index for the unit.&lt;br /&gt;
   [[#71|[071 / 0x47]]] - Appears to relate to lighting caused by the unit, [[Talk:UNITREF.DAT#Offset_0x47|discussion here]].&lt;br /&gt;
   [[#74|[074 / 0x4A]]] - Appears to relate to the AI-mode used by the unit, [[Talk:UNITREF.DAT#Offset_0x4A_.2874.29|discussion here]].&lt;br /&gt;
   [[#75|[075 / 0x4B]]] - Always 0?&lt;br /&gt;
   [[#112|[112 / 0x70]]] - Set to 1 for some aliens, 0 otherwise.&lt;br /&gt;
   [[#119|[119 / 0x77]]] - No idea, possible bitfield, could be anything.&lt;br /&gt;
   [[#120|[120 / 0x78]]] - Unit bit flags, mainly re: mobility. Only one bit not 100% identified.&lt;br /&gt;
   [[#121|[121 / 0x79]]] - Second unit gets a value of 16. Everyone else gets 0. No obvious purpose.&lt;br /&gt;
   [[#122|[122 / 0x7A]]] - Always 0?&lt;br /&gt;
   [[#123|[123 / 0x7B]]] - Always 0?&lt;br /&gt;
   &lt;br /&gt;
   Know 1 TFTD value.   &lt;br /&gt;
   Unknown TFTD values (7 in total):&lt;br /&gt;
   [[#125|[125]]] [[#126|[126]]] [[#127|[127]]] [[#128|[128]]] [[#129|[129]]] [[#130|[130]]] [[#131|[131]]]&lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=65997</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=65997"/>
		<updated>2015-06-24T05:29:47Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Structure */ A little info on 0x4B, not sure of it is correct.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Saved Game Files|save game file]] that has a record size of 124 bytes for UFO, or 132 for TFTD. Values are unsigned unless otherwise stated. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). It goes hand in hand with [[UNITPOS.DAT]].&lt;br /&gt;
&lt;br /&gt;
Comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine before tactical battles. Stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder and contains info on all units that will be present in the coming mission (in an alive state - the deaths of aliens killed by exploding UFO power units isn&#039;t determined until [[Battlescape_Map_Generation#KABOOM.21.21|later]]). Unlike the other two versions, this only contains the bare minimum number of records required to store the units it details.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNITREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], contains the mid-mission state of the unit table.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder at the end of combat. Used to determine which troopers/tanks survived, statistic gains via [[experience]], and which aliens need to be hauled off to the [[Alien Containment]] unit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#123|123]] (or [[#131|131]] for TFTD)) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0x7B|0x7B]] (or [[#0x83|0x83]] for TFTD)). Notes apply to both UFO and TFTD unless otherwise stated. Let us know what else you can find - refer to the [[#Notes|bottom of the page]] for those values that&#039;re unknown, or to the [[Talk:UNITREF.DAT|talk page]] for further ideas as to what they could be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00&lt;br /&gt;
|Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [[#53|[53]]] &amp;amp; [[#54|[54]]] (weapons in hands), [[#115|[115]]] (gender) and [[#120|[120]]] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
      &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                        &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
   0: Male/female unarmored X-COM soldier     0: Male/female unarmored X-COM diver   &lt;br /&gt;
   1: Male/female personal armor soldier      1: Male/female plastic armor diver&lt;br /&gt;
   2: Power/flying suit soldier               2: Power/flying suit diver&lt;br /&gt;
   3: Tank                                    3: Tank&lt;br /&gt;
   4: Sectoid                                 4: Aquatoid&lt;br /&gt;
   5: Snakeman                                5: Gillman&lt;br /&gt;
   6: Ethereal                                6: Lobster Man&lt;br /&gt;
   7: Muton                                   7: Tasoth&lt;br /&gt;
   8: Floater                                 8: Calcinite&lt;br /&gt;
   9: Celatid                                 9: Deep One&lt;br /&gt;
  10: Silacoid                               0A: BioDrone&lt;br /&gt;
  11: Chryssalid                             0B: Tentaculat&lt;br /&gt;
  12: Reaper                                 0C: Triscene&lt;br /&gt;
  13: Sectopod                               0D: Hallucinoid&lt;br /&gt;
  14: Cyberdisc                              0E: Xarquid&lt;br /&gt;
  15: Male civilian                          0F: Male civilians&lt;br /&gt;
  16: Female civilian                        10: Female civilians&lt;br /&gt;
  17: Zombie                                 11: Zombie&lt;br /&gt;
 255: Unused                                255: Unused&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If the corresponding [[UNITPOS.DAT]] record is unused, then the record is unused.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x01&lt;br /&gt;
|Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, [[#115|[115]]] and [[#116|[116]]] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x05&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|PCK set]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x09&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|TAB index for the PCK data]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A&lt;br /&gt;
|Unit facing. Does NOT control HWP turret direction; see [[#24|[24]]].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0B&lt;br /&gt;
|Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. [[MCD]][39+[[#11|UnitRef[11]]]] is the offset used. Note: By default, this is 0 for ALL unit types.&lt;br /&gt;
   0: Walking&lt;br /&gt;
   1: Sliding&lt;br /&gt;
   2: Flying&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C&lt;br /&gt;
|Current TUs.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0D&lt;br /&gt;
|Current Health. Health of 0 = Dead. Compare [[#42|[42]]], [[#120|[120]]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For my [[Talk:Bravery|Bravery experience point testing]], I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still &amp;quot;alive&amp;quot; (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died &#039;&#039;&#039;again&#039;&#039;&#039; at the end of &#039;&#039;&#039;next&#039;&#039;&#039; turn, even though they were all on the ground (I heard screams, and all soldiers&#039; Morale went to 100 again). What the heck? The aliens stayed down after that, though. --[[User:MikeTheRed|MikeTheRed]] 16:01, 3 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: [[UNITPOS.DAT]] offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF &amp;amp; BB - MTR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;While the game kills characters when Health&amp;lt;=Fatal Wounds (__ dies message), XComUtil will recover them based if their health is greater than 0.  Haven&#039;t tested an unmodified game.  --[[User:Zaimoni|Zaimoni]] 11:52, 14 April 2007 (CDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E&lt;br /&gt;
|Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0F&lt;br /&gt;
|Current Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10&lt;br /&gt;
|Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x11&lt;br /&gt;
|Strength&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12&lt;br /&gt;
|Current Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x13&lt;br /&gt;
|Current Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14&lt;br /&gt;
|Current Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x15&lt;br /&gt;
|Current Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16&lt;br /&gt;
|Current Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x17&lt;br /&gt;
|Base Firing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18&lt;br /&gt;
|Base Throwing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [[#10|[10]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x19&lt;br /&gt;
|Base TUs&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A&lt;br /&gt;
|Base Health&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1B&lt;br /&gt;
|Base Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C&lt;br /&gt;
|Base Reactions&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it&#039;s been damaged&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1D&lt;br /&gt;
|Base Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E&lt;br /&gt;
|Base Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1F&lt;br /&gt;
|Base Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20&lt;br /&gt;
|Base Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x21&lt;br /&gt;
|Base Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22&lt;br /&gt;
|Supposedly this was going to be Health Recharge which would function like the Energy Recharge. Always 0 and ignored by game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x23&lt;br /&gt;
|Energy to recharge each turn. Equals &#039;&#039;&#039;recruit initial&#039;&#039;&#039; TUs/3 ([[SOLDIER.DAT]][43], &#039;&#039;&#039;not&#039;&#039;&#039; total base TUs). This is a signed byte. See [[Time Units]] and [[Energy#Usage|Energy Usage]]; also see [[#45|[45]]] (energy usage when walking/turning). &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24&lt;br /&gt;
|Supposedly this was going to be Armor Recharge which would function like the Energy Recharge. Always 0 and probably unused, but needs testing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x25&lt;br /&gt;
|Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26&lt;br /&gt;
|Item to create when unit is unconscious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x27&lt;br /&gt;
|&amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with [[Rank]] Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28&lt;br /&gt;
|Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x29&lt;br /&gt;
|Animation frame counter for the unit. Used by eg [[Celatid]]s and [[Silacoid]]s. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A&lt;br /&gt;
|Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&#039;&#039;I don&#039;t see 255 set for three dead mutons in a current game... [[#13|[13]]] (Health=0) seems to be the only reliable death indicator for them. Compare [[#120|[120]]]. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2B&lt;br /&gt;
|Called &amp;quot;deployment&amp;quot; with values of 0 or 1 (0=inside, 1=outside). When alien units are generated for a battle, there is a random chance for this byte to be set. That unit is a &amp;quot;scout&amp;quot; and can be assigned to one of the neutral spawn points on the map without the need to fill up all the alien exclusive points first. In other words (and if I understand the terminology correctly), a value of 0 means the alien will spawn on (aka inside) the tile it was assigned to, while a value of 1 means the alien will spawn outside of the assigned node on a civ-scout route.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C&lt;br /&gt;
|Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2. 0=Cautious,1=Normal,2=Aggressive  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039; This determines the amount of the unit&#039;s TUs that are devoted to shooting: 0=50%,1=60%,2=66%.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2D&lt;br /&gt;
|Used to calculate energy loss when walking or turning as: INT( TUs / 2&amp;lt;sup&amp;gt;[45]&amp;lt;/sup&amp;gt; ). See [[Energy#Usage]]; compare [[#35|[35]]] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map [[Time Units#Time_Unit_Walking_Usage_Tables|tile TU cost]] is 12). &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E&lt;br /&gt;
|HWP turret image. Only used (and only appears) if unit type [[#0|[0]]]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [[#113|[113]]] and [[#117|[117]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2F&lt;br /&gt;
|This is a direct copy of offset[48] from the [[MCD]] record of the tile the unit is standing on. A signed byte.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30&lt;br /&gt;
|Values for this byte always equal [[#52|[52]]] and are:&lt;br /&gt;
   2  (3x3 square; legacy 5 pixels):  Sectoid&lt;br /&gt;
   3  (5x5 square, corners removed; legacy 7 pixels):  Celatid, Chryssalid, Civvie,&lt;br /&gt;
      Ethereal, Floater, Muton, Snake, &#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
   4  (7x7 octagon; legacy 9 pixels):  Cyberdisc, Hovertank, Reaper, Sectopod, Tank&lt;br /&gt;
   5 (9x9 square, Ls with 3-pixel legs removed; legacy 11 pixels):  Silacoid&lt;br /&gt;
Based on copious research by [[User:Bomb_Bloke|Bomb_Bloke]], [[User:Seb76|Seb76]], [[user:Zombie|Zombie]], and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the &amp;quot;3D&amp;quot; shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each &amp;quot;silhoutte&amp;quot; that [[LOFTEMPS.DAT]] corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that&#039;s what this byte is about), and 24 pixels high (compare [[#49|[49]]]).&lt;br /&gt;
&lt;br /&gt;
This cylindrical shape is used in conjunction with height [[#49|[49]]] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section):&lt;br /&gt;
&lt;br /&gt;
                     LOF     LOF             Cross    Percent&lt;br /&gt;
                    Lookup  Width   Height  Section   of 384    Float   4x?&lt;br /&gt;
 Type               &#039;&#039;UR[48]  Pixels  UR[[#49|[49]]] Pxls X Ht  (16x24)   UR[[#51|[51]]]&#039;&#039;&lt;br /&gt;
 ----               ------  ------  ------ ---------  -------   ------  ---&lt;br /&gt;
 Sectoid               2       5      16       80      20.8%       -     -&lt;br /&gt;
 Celatid               3       7      12       84      21.9%       6     -&lt;br /&gt;
 Soldier (Kneeling)    3       7      14       98      25.5%       -     -&lt;br /&gt;
 Hovertank             4       9      12      108      28.1%       6    Yes&lt;br /&gt;
 Silacoid              5      11      10      110      28.6%       -     -&lt;br /&gt;
 Snakeman              3       7      18      126      32.8%       -     -&lt;br /&gt;
 Zombie                3       7      18      126      32.8%       -     -&lt;br /&gt;
 Ethereal              3       7      20      140      36.5%       -     -&lt;br /&gt;
 Cyberdisc             4       9      15      135      35.2%       2    Yes&lt;br /&gt;
 Chryssalid            3       7      21      147      38.3%       -     -&lt;br /&gt;
 Civilian              3       7      21      147      38.3%       2     -&lt;br /&gt;
 Floater               3       7      21      147      38.3%       2     -&lt;br /&gt;
 Muton                 3       7      21      147      38.3%       -     -&lt;br /&gt;
 Tank                  4       9      16      144      37.5%       -    Yes&lt;br /&gt;
 Soldier               3       7      22      154      40.1%       -     -&lt;br /&gt;
 Reaper                4       9      23      207      53.9%       -    Yes&lt;br /&gt;
 Sectopod              4       9      23      207      53.9%       -    Yes&lt;br /&gt;
Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the &amp;quot;Percent of 384&amp;quot; column. In reality, though, the [[Firing Accuracy|accuracy]] of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it&#039;s useful to see, keep in mind that this column only shows relative numbers.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;i&amp;gt;[[User:Zaimoni|Zaimoni]]: actual cross section depends on shot facing.  The table is close to correct for pure diagonal shots, so leaving alone for now.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit Float number ([[#51|[51]]], below) is shown simply for convenience. It does not enter into the cross-sectional computations. &amp;quot;4x&amp;quot; units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated).&lt;br /&gt;
&lt;br /&gt;
Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x31&lt;br /&gt;
|[[height|Standing height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32&lt;br /&gt;
|[[height|Kneeling height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x33&lt;br /&gt;
|Floating [[height]]. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The highest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34&lt;br /&gt;
|&amp;quot;Radius&amp;quot; of LOF Template. Always the same as [[#48|[48]]] in all known saved games. More info can be found at [[Talk:UNITREF.DAT#Offsets_0x30_.26_0x34|Talk:UNITREF.DAT#Offsets_0x30_&amp;amp;_0x34]] ([48] and [52]).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x35&lt;br /&gt;
|Image index for item in left hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36&lt;br /&gt;
|Image index for item in right hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but one of the above two bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x37&lt;br /&gt;
|[[Damage#Susceptible_to...|Damage Modifier]] Category&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but I think there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Value&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;0&#039;&#039;&#039;      Terrain and Items&lt;br /&gt;
    &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
    &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
    &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
    &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
    &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
    &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
    &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
    &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
    &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38&lt;br /&gt;
|[[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x39&lt;br /&gt;
|[[Psionic Strength]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A&lt;br /&gt;
|Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3B&lt;br /&gt;
|[[Bravery]] = 110 - (10 * &#039;&#039;this value&#039;&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C&lt;br /&gt;
|Panic mode. This takes effect at the start of the unit&#039;s next turn. Since it is cleared at that point, you&#039;ll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.&lt;br /&gt;
   0: None&lt;br /&gt;
   1: Freeze&lt;br /&gt;
   2: Running&lt;br /&gt;
   3: Berserk&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3D&lt;br /&gt;
|[[#62|[62]]] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E&lt;br /&gt;
|Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3F&lt;br /&gt;
|Number of [[Fatal Wounds]] to head.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40&lt;br /&gt;
|Number of fatal wounds to torso.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x41&lt;br /&gt;
|Number of fatal wounds to right arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42&lt;br /&gt;
|Number of fatal wounds to left arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x43&lt;br /&gt;
|Number of fatal wounds to right leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44&lt;br /&gt;
|Number of fatal wounds to left leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;69-70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;69-70&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x45-0x46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x45-0x46&lt;br /&gt;
|Indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69.&lt;br /&gt;
:For patrol AI (no X-COM units sighted in turn 1, either X-COM or alien):&lt;br /&gt;
::Byte 69 is the index of the node of the start of the planned move.&lt;br /&gt;
::Byte 70 is the index of the node of the end of the planned move.&lt;br /&gt;
:Note that the move may be multi-turn, and byte 69 is not guaranteed to update during a multi-turn move.  I think it will if the alien ends its move on a node, however. -- Zaimoni&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x47&lt;br /&gt;
|Unit lighting: always 16 for XCom units, 0 for most aliens but 1 for cyberdisc. If greater than 1, it is set to 1 when unit inactive - see the [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48&lt;br /&gt;
|The amount of [[Morale]] that has been restored using the [[Medi-Kit (EU)|Medkit&#039;s]] painkillers. The amount that &#039;&#039;can&#039;&#039; be restored is equal to the maximum health of the unit (index 26) minus their current health (index 13) further minus this.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x49&lt;br /&gt;
|Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A&lt;br /&gt;
|AI Mode. Zaimoni found [http://www.strategycore.co.uk/forums/UFO-AI-patch-t8908.html&amp;amp;st=20&amp;amp;start=20 Here] that the values are 0:PATROL, 1:SNIPER, 2:ATTACKING, 3:ESCAPING, 4:GUARD, 5:Returning to UFO. 255 (-1) is also possible. Zaimoni tripped this by wounding a Floater in SNIPER mode; it returned fire, then was taken down by another soldier. Snap guess is that this is a &amp;quot;recalculate&amp;quot; marker.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4B&lt;br /&gt;
|Unknown. With that said, the only item remaining on my list is called &amp;quot;lightdirect&amp;quot; or direction of light for a unit (0=all around, 1=direction unit facing). Probably unused and always 0. Maybe it was for a hand-held light source, or a armor-mounted flashlight?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76-77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76-77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C-0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C-0x4D&lt;br /&gt;
|Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78-79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78-79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E-0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E-0x4F&lt;br /&gt;
|Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50&lt;br /&gt;
|[[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;81&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x51&lt;br /&gt;
|[[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero [[Damage]], it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;82&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;82&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x52&lt;br /&gt;
|[[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;83&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x53&lt;br /&gt;
|[[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;84&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;84&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x54&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[Psionic Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;85&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;85&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x55&lt;br /&gt;
|[[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;86-110&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;86-110&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x56-0x6E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x56-0x6E&lt;br /&gt;
|Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;111&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;111&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x6F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x6F&lt;br /&gt;
|Called &amp;quot;BigFire&amp;quot;. If true (value of 1) then the unit is currently firing a weapon. It reverts back to 0 afterwards - determines whether to render the gun and firing arm in the &amp;quot;pointing weapon&amp;quot; position, or whether the weapon is being held against the chest. If manually set to a value above 0, the unit will hold its weapon out until such time as it actually uses it.&lt;br /&gt;
&lt;br /&gt;
Note that this value is only used by units holding two-handed weapons. A unit holding for eg a pistol will &#039;&#039;always&#039;&#039; point the weapon, and uses a different arm sprite for the purposes of doing so (regardless of whether or not the weapon is being fired).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;112&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;112&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x70&lt;br /&gt;
|Called &amp;quot;Finished&amp;quot;. If true (value of 1) signifies that the unit finished AI actions for current turn.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;113&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;113&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x71&lt;br /&gt;
|If 1, then you can&#039;t use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don&#039;t use this but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
[[#1|[1]]] actually determines the inventory screen used, might be worth playing with that. [[#46|[46]]] determines the layout.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;114&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;114&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x72&lt;br /&gt;
|If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;115&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;115&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x73&lt;br /&gt;
|Gender: 0 = male, 1 = female.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;116&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;116&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x74&lt;br /&gt;
|Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;117&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;117&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x75&lt;br /&gt;
|Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                       F.A.  TUs        F.A.  TUs&lt;br /&gt;
   0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
   1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
   2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
   3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
   4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
   5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
  22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
 255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [[#46|[46]]], [[#113|[113]]], and [[#118|[118]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;118&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;118&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x76&lt;br /&gt;
|Ammo for [[#117|[117]]] turret weapon&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;119&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;119&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x77&lt;br /&gt;
|Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039;&lt;br /&gt;
 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
 00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
 00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
 00000101   5 Snakeman&lt;br /&gt;
 00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&#039;&#039;&lt;br /&gt;
 00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&#039;&#039;&lt;br /&gt;
 00010011  19 Snakeman&lt;br /&gt;
 00100110  38 PA Soldier&lt;br /&gt;
 00101010  42 Muton(3)&lt;br /&gt;
 00110001  49 Muton&lt;br /&gt;
 00110010  50 PA Soldier&lt;br /&gt;
 00110101  53 Silacoid(2)&lt;br /&gt;
 00111011  59 Celatid&lt;br /&gt;
 00111111  63 Silacoid&lt;br /&gt;
 01001110  78 PA Soldier&lt;br /&gt;
 01100111 103 PA Soldier&lt;br /&gt;
 01111111 127 Muton&lt;br /&gt;
 10010000 144 Muton&lt;br /&gt;
 11000000 192 Celatid&lt;br /&gt;
 11111110 254 Muton&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;120&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x78&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x78&lt;br /&gt;
|Unit bit flags, mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
 (  1) 1: 1 = Dead.  &#039;&#039;This was only set for 2 of 3 dead aliens in my current game.&#039;&#039;&lt;br /&gt;
                     &#039;&#039;[[#13|[13]]] (Health=0) is the most reliable indicator for me.&#039;&#039;&lt;br /&gt;
                     &#039;&#039;-[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
 (  2) 2: 1 = Unit can fly.&lt;br /&gt;
 (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
 (  8) 4: 1 = Has been to this unit in next unit loop. Or to put it another way, has the unit been selected this turn.&lt;br /&gt;
 ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
              (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
 ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
 ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
 (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
              Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;121&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;121&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x79&lt;br /&gt;
|Possible Values: 0 or 16. All units in unitref.dat get a value of 0 except for the second unit in the list which gets 16. Doesn&#039;t matter if the second unit is a soldier, a tank, or an alien. It&#039;s always 16. Editing it to 0 doesn&#039;t crash the game or have any dire consequences. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;122&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;122&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7A&lt;br /&gt;
|Always 0?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;123&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;123&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7B&lt;br /&gt;
|Always 0?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;124-125&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;124-125&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7C-0x7D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7C-0x7D&lt;br /&gt;
|TFTD ONLY - Bubble animation count for soldiers.  Can be 0 to 16 (0x0F).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;126-127&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;126-127&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7E-0x7F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7E-0x7F&lt;br /&gt;
|TFTD ONLY - Bubble animation delay, skips this amount of frames.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;128-129&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;128-129&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x80-0x81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x80-ox81&lt;br /&gt;
|TFTD ONLY - Bubble animation enable. (0=disable, 1=enable)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;130-131&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;130-131&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x82-0x83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x82-0x83&lt;br /&gt;
|TFTD ONLY - Called &amp;quot;floorabove&amp;quot; flag. Is there a floor above unit? (0=no, 1=yes)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets [[#23|[23]]]-[[#28|[28]]], etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset [[#78-79|[78-79]]]) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets [[#80|[80]]]-[[#85|[85]]]) causes stat and rank increases, and decreased health (offset [[#26|[26]]] - offset [[#13|[13]]]) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets [[#80|[80]]]-[[#85|[85]]]) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset [[#85|[85]]]) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets [[#80|[80]]]-[[#82|[82]]] or [[#84|[84]]]-[[#85|[85]]]; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   &amp;lt;strike&amp;gt;Offset of weapon from unit image?&amp;lt;/strike&amp;gt; &lt;br /&gt;
   &#039;&#039;Based on unit height and nothing else. There may be values to determine what arm sprites to use,&#039;&#039;&lt;br /&gt;
   &#039;&#039;but I doubt it.&#039;&#039;&lt;br /&gt;
   Firing sprite offset? &lt;br /&gt;
   &#039;&#039;Probably just based on unit height and some hardcoded values in the executable.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Inventory lockout?&amp;lt;/strike&amp;gt; &#039;&#039;All mind controlled units are locked out.&#039;&#039;&lt;br /&gt;
   Kneel lockout? &lt;br /&gt;
   &#039;&#039;Probably the same as above, I seem to remember that using XcomUtil to &amp;quot;swap sides&amp;quot; would make it&#039;&#039;&lt;br /&gt;
   &#039;&#039;possible to kneel small alien units.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Aliens seen?&amp;lt;/strike&amp;gt; &#039;&#039;Not used in unitref.dat, only in unitpos.dat. -[[User:Zombie|Zombie]] 23:48, 29 September 2006 (PDT)&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&amp;lt;/strike&amp;gt; &#039;&#039;Set according to unit type.&#039;&#039;&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 111 values.&lt;br /&gt;
   Unknown values (13 in total):&lt;br /&gt;
   [[#34|[034 / 0x22]]] - Always 0?&lt;br /&gt;
   [[#36|[036 / 0x24]]] - Always 0?&lt;br /&gt;
   [[#43|[043 / 0x2B]]] - Set to 1 on occasion, usually 0.&lt;br /&gt;
   [[#52|[052 / 0x34]]] - Seems to be a mirror of 48 / 0x30, the LOFTemp index for the unit.&lt;br /&gt;
   [[#71|[071 / 0x47]]] - Appears to relate to lighting caused by the unit, [[Talk:UNITREF.DAT#Offset_0x47|discussion here]].&lt;br /&gt;
   [[#74|[074 / 0x4A]]] - Appears to relate to the AI-mode used by the unit, [[Talk:UNITREF.DAT#Offset_0x4A_.2874.29|discussion here]].&lt;br /&gt;
   [[#75|[075 / 0x4B]]] - Always 0?&lt;br /&gt;
   [[#112|[112 / 0x70]]] - Set to 1 for some aliens, 0 otherwise.&lt;br /&gt;
   [[#119|[119 / 0x77]]] - No idea, possible bitfield, could be anything.&lt;br /&gt;
   [[#120|[120 / 0x78]]] - Unit bit flags, mainly re: mobility. Only one bit not 100% identified.&lt;br /&gt;
   [[#121|[121 / 0x79]]] - Second unit gets a value of 16. Everyone else gets 0. No obvious purpose.&lt;br /&gt;
   [[#122|[122 / 0x7A]]] - Always 0?&lt;br /&gt;
   [[#123|[123 / 0x7B]]] - Always 0?&lt;br /&gt;
   &lt;br /&gt;
   Know 1 TFTD value.   &lt;br /&gt;
   Unknown TFTD values (7 in total):&lt;br /&gt;
   [[#125|[125]]] [[#126|[126]]] [[#127|[127]]] [[#128|[128]]] [[#129|[129]]] [[#130|[130]]] [[#131|[131]]]&lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=65996</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=65996"/>
		<updated>2015-06-24T05:00:47Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Structure */ Updated the TFTD only fields.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Saved Game Files|save game file]] that has a record size of 124 bytes for UFO, or 132 for TFTD. Values are unsigned unless otherwise stated. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). It goes hand in hand with [[UNITPOS.DAT]].&lt;br /&gt;
&lt;br /&gt;
Comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine before tactical battles. Stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder and contains info on all units that will be present in the coming mission (in an alive state - the deaths of aliens killed by exploding UFO power units isn&#039;t determined until [[Battlescape_Map_Generation#KABOOM.21.21|later]]). Unlike the other two versions, this only contains the bare minimum number of records required to store the units it details.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNITREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], contains the mid-mission state of the unit table.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder at the end of combat. Used to determine which troopers/tanks survived, statistic gains via [[experience]], and which aliens need to be hauled off to the [[Alien Containment]] unit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#123|123]] (or [[#131|131]] for TFTD)) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0x7B|0x7B]] (or [[#0x83|0x83]] for TFTD)). Notes apply to both UFO and TFTD unless otherwise stated. Let us know what else you can find - refer to the [[#Notes|bottom of the page]] for those values that&#039;re unknown, or to the [[Talk:UNITREF.DAT|talk page]] for further ideas as to what they could be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00&lt;br /&gt;
|Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [[#53|[53]]] &amp;amp; [[#54|[54]]] (weapons in hands), [[#115|[115]]] (gender) and [[#120|[120]]] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
      &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                        &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
   0: Male/female unarmored X-COM soldier     0: Male/female unarmored X-COM diver   &lt;br /&gt;
   1: Male/female personal armor soldier      1: Male/female plastic armor diver&lt;br /&gt;
   2: Power/flying suit soldier               2: Power/flying suit diver&lt;br /&gt;
   3: Tank                                    3: Tank&lt;br /&gt;
   4: Sectoid                                 4: Aquatoid&lt;br /&gt;
   5: Snakeman                                5: Gillman&lt;br /&gt;
   6: Ethereal                                6: Lobster Man&lt;br /&gt;
   7: Muton                                   7: Tasoth&lt;br /&gt;
   8: Floater                                 8: Calcinite&lt;br /&gt;
   9: Celatid                                 9: Deep One&lt;br /&gt;
  10: Silacoid                               0A: BioDrone&lt;br /&gt;
  11: Chryssalid                             0B: Tentaculat&lt;br /&gt;
  12: Reaper                                 0C: Triscene&lt;br /&gt;
  13: Sectopod                               0D: Hallucinoid&lt;br /&gt;
  14: Cyberdisc                              0E: Xarquid&lt;br /&gt;
  15: Male civilian                          0F: Male civilians&lt;br /&gt;
  16: Female civilian                        10: Female civilians&lt;br /&gt;
  17: Zombie                                 11: Zombie&lt;br /&gt;
 255: Unused                                255: Unused&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If the corresponding [[UNITPOS.DAT]] record is unused, then the record is unused.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x01&lt;br /&gt;
|Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, [[#115|[115]]] and [[#116|[116]]] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x05&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|PCK set]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x09&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|TAB index for the PCK data]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A&lt;br /&gt;
|Unit facing. Does NOT control HWP turret direction; see [[#24|[24]]].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0B&lt;br /&gt;
|Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. [[MCD]][39+[[#11|UnitRef[11]]]] is the offset used. Note: By default, this is 0 for ALL unit types.&lt;br /&gt;
   0: Walking&lt;br /&gt;
   1: Sliding&lt;br /&gt;
   2: Flying&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C&lt;br /&gt;
|Current TUs.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0D&lt;br /&gt;
|Current Health. Health of 0 = Dead. Compare [[#42|[42]]], [[#120|[120]]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For my [[Talk:Bravery|Bravery experience point testing]], I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still &amp;quot;alive&amp;quot; (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died &#039;&#039;&#039;again&#039;&#039;&#039; at the end of &#039;&#039;&#039;next&#039;&#039;&#039; turn, even though they were all on the ground (I heard screams, and all soldiers&#039; Morale went to 100 again). What the heck? The aliens stayed down after that, though. --[[User:MikeTheRed|MikeTheRed]] 16:01, 3 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: [[UNITPOS.DAT]] offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF &amp;amp; BB - MTR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;While the game kills characters when Health&amp;lt;=Fatal Wounds (__ dies message), XComUtil will recover them based if their health is greater than 0.  Haven&#039;t tested an unmodified game.  --[[User:Zaimoni|Zaimoni]] 11:52, 14 April 2007 (CDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E&lt;br /&gt;
|Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0F&lt;br /&gt;
|Current Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10&lt;br /&gt;
|Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x11&lt;br /&gt;
|Strength&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12&lt;br /&gt;
|Current Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x13&lt;br /&gt;
|Current Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14&lt;br /&gt;
|Current Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x15&lt;br /&gt;
|Current Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16&lt;br /&gt;
|Current Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x17&lt;br /&gt;
|Base Firing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18&lt;br /&gt;
|Base Throwing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [[#10|[10]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x19&lt;br /&gt;
|Base TUs&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A&lt;br /&gt;
|Base Health&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1B&lt;br /&gt;
|Base Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C&lt;br /&gt;
|Base Reactions&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it&#039;s been damaged&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1D&lt;br /&gt;
|Base Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E&lt;br /&gt;
|Base Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1F&lt;br /&gt;
|Base Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20&lt;br /&gt;
|Base Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x21&lt;br /&gt;
|Base Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22&lt;br /&gt;
|Supposedly this was going to be Health Recharge which would function like the Energy Recharge. Always 0 and ignored by game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x23&lt;br /&gt;
|Energy to recharge each turn. Equals &#039;&#039;&#039;recruit initial&#039;&#039;&#039; TUs/3 ([[SOLDIER.DAT]][43], &#039;&#039;&#039;not&#039;&#039;&#039; total base TUs). This is a signed byte. See [[Time Units]] and [[Energy#Usage|Energy Usage]]; also see [[#45|[45]]] (energy usage when walking/turning). &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24&lt;br /&gt;
|Supposedly this was going to be Armor Recharge which would function like the Energy Recharge. Always 0 and probably unused, but needs testing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x25&lt;br /&gt;
|Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26&lt;br /&gt;
|Item to create when unit is unconscious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x27&lt;br /&gt;
|&amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with [[Rank]] Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28&lt;br /&gt;
|Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x29&lt;br /&gt;
|Animation frame counter for the unit. Used by eg [[Celatid]]s and [[Silacoid]]s. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A&lt;br /&gt;
|Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&#039;&#039;I don&#039;t see 255 set for three dead mutons in a current game... [[#13|[13]]] (Health=0) seems to be the only reliable death indicator for them. Compare [[#120|[120]]]. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2B&lt;br /&gt;
|Called &amp;quot;deployment&amp;quot; with values of 0 or 1 (0=inside, 1=outside). When alien units are generated for a battle, there is a random chance for this byte to be set. That unit is a &amp;quot;scout&amp;quot; and can be assigned to one of the neutral spawn points on the map without the need to fill up all the alien exclusive points first. In other words (and if I understand the terminology correctly), a value of 0 means the alien will spawn on (aka inside) the tile it was assigned to, while a value of 1 means the alien will spawn outside of the assigned node on a civ-scout route.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C&lt;br /&gt;
|Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2. 0=Cautious,1=Normal,2=Aggressive  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039; This determines the amount of the unit&#039;s TUs that are devoted to shooting: 0=50%,1=60%,2=66%.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2D&lt;br /&gt;
|Used to calculate energy loss when walking or turning as: INT( TUs / 2&amp;lt;sup&amp;gt;[45]&amp;lt;/sup&amp;gt; ). See [[Energy#Usage]]; compare [[#35|[35]]] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map [[Time Units#Time_Unit_Walking_Usage_Tables|tile TU cost]] is 12). &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E&lt;br /&gt;
|HWP turret image. Only used (and only appears) if unit type [[#0|[0]]]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [[#113|[113]]] and [[#117|[117]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2F&lt;br /&gt;
|This is a direct copy of offset[48] from the [[MCD]] record of the tile the unit is standing on. A signed byte.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30&lt;br /&gt;
|Values for this byte always equal [[#52|[52]]] and are:&lt;br /&gt;
   2  (3x3 square; legacy 5 pixels):  Sectoid&lt;br /&gt;
   3  (5x5 square, corners removed; legacy 7 pixels):  Celatid, Chryssalid, Civvie,&lt;br /&gt;
      Ethereal, Floater, Muton, Snake, &#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
   4  (7x7 octagon; legacy 9 pixels):  Cyberdisc, Hovertank, Reaper, Sectopod, Tank&lt;br /&gt;
   5 (9x9 square, Ls with 3-pixel legs removed; legacy 11 pixels):  Silacoid&lt;br /&gt;
Based on copious research by [[User:Bomb_Bloke|Bomb_Bloke]], [[User:Seb76|Seb76]], [[user:Zombie|Zombie]], and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the &amp;quot;3D&amp;quot; shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each &amp;quot;silhoutte&amp;quot; that [[LOFTEMPS.DAT]] corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that&#039;s what this byte is about), and 24 pixels high (compare [[#49|[49]]]).&lt;br /&gt;
&lt;br /&gt;
This cylindrical shape is used in conjunction with height [[#49|[49]]] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section):&lt;br /&gt;
&lt;br /&gt;
                     LOF     LOF             Cross    Percent&lt;br /&gt;
                    Lookup  Width   Height  Section   of 384    Float   4x?&lt;br /&gt;
 Type               &#039;&#039;UR[48]  Pixels  UR[[#49|[49]]] Pxls X Ht  (16x24)   UR[[#51|[51]]]&#039;&#039;&lt;br /&gt;
 ----               ------  ------  ------ ---------  -------   ------  ---&lt;br /&gt;
 Sectoid               2       5      16       80      20.8%       -     -&lt;br /&gt;
 Celatid               3       7      12       84      21.9%       6     -&lt;br /&gt;
 Soldier (Kneeling)    3       7      14       98      25.5%       -     -&lt;br /&gt;
 Hovertank             4       9      12      108      28.1%       6    Yes&lt;br /&gt;
 Silacoid              5      11      10      110      28.6%       -     -&lt;br /&gt;
 Snakeman              3       7      18      126      32.8%       -     -&lt;br /&gt;
 Zombie                3       7      18      126      32.8%       -     -&lt;br /&gt;
 Ethereal              3       7      20      140      36.5%       -     -&lt;br /&gt;
 Cyberdisc             4       9      15      135      35.2%       2    Yes&lt;br /&gt;
 Chryssalid            3       7      21      147      38.3%       -     -&lt;br /&gt;
 Civilian              3       7      21      147      38.3%       2     -&lt;br /&gt;
 Floater               3       7      21      147      38.3%       2     -&lt;br /&gt;
 Muton                 3       7      21      147      38.3%       -     -&lt;br /&gt;
 Tank                  4       9      16      144      37.5%       -    Yes&lt;br /&gt;
 Soldier               3       7      22      154      40.1%       -     -&lt;br /&gt;
 Reaper                4       9      23      207      53.9%       -    Yes&lt;br /&gt;
 Sectopod              4       9      23      207      53.9%       -    Yes&lt;br /&gt;
Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the &amp;quot;Percent of 384&amp;quot; column. In reality, though, the [[Firing Accuracy|accuracy]] of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it&#039;s useful to see, keep in mind that this column only shows relative numbers.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;i&amp;gt;[[User:Zaimoni|Zaimoni]]: actual cross section depends on shot facing.  The table is close to correct for pure diagonal shots, so leaving alone for now.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit Float number ([[#51|[51]]], below) is shown simply for convenience. It does not enter into the cross-sectional computations. &amp;quot;4x&amp;quot; units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated).&lt;br /&gt;
&lt;br /&gt;
Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x31&lt;br /&gt;
|[[height|Standing height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32&lt;br /&gt;
|[[height|Kneeling height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x33&lt;br /&gt;
|Floating [[height]]. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The highest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34&lt;br /&gt;
|&amp;quot;Radius&amp;quot; of LOF Template. Always the same as [[#48|[48]]] in all known saved games. More info can be found at [[Talk:UNITREF.DAT#Offsets_0x30_.26_0x34|Talk:UNITREF.DAT#Offsets_0x30_&amp;amp;_0x34]] ([48] and [52]).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x35&lt;br /&gt;
|Image index for item in left hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36&lt;br /&gt;
|Image index for item in right hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but one of the above two bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x37&lt;br /&gt;
|[[Damage#Susceptible_to...|Damage Modifier]] Category&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but I think there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Value&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;0&#039;&#039;&#039;      Terrain and Items&lt;br /&gt;
    &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
    &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
    &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
    &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
    &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
    &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
    &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
    &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
    &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38&lt;br /&gt;
|[[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x39&lt;br /&gt;
|[[Psionic Strength]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A&lt;br /&gt;
|Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3B&lt;br /&gt;
|[[Bravery]] = 110 - (10 * &#039;&#039;this value&#039;&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C&lt;br /&gt;
|Panic mode. This takes effect at the start of the unit&#039;s next turn. Since it is cleared at that point, you&#039;ll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.&lt;br /&gt;
   0: None&lt;br /&gt;
   1: Freeze&lt;br /&gt;
   2: Running&lt;br /&gt;
   3: Berserk&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3D&lt;br /&gt;
|[[#62|[62]]] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E&lt;br /&gt;
|Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3F&lt;br /&gt;
|Number of [[Fatal Wounds]] to head.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40&lt;br /&gt;
|Number of fatal wounds to torso.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x41&lt;br /&gt;
|Number of fatal wounds to right arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42&lt;br /&gt;
|Number of fatal wounds to left arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x43&lt;br /&gt;
|Number of fatal wounds to right leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44&lt;br /&gt;
|Number of fatal wounds to left leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;69-70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;69-70&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x45-0x46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x45-0x46&lt;br /&gt;
|Indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69.&lt;br /&gt;
:For patrol AI (no X-COM units sighted in turn 1, either X-COM or alien):&lt;br /&gt;
::Byte 69 is the index of the node of the start of the planned move.&lt;br /&gt;
::Byte 70 is the index of the node of the end of the planned move.&lt;br /&gt;
:Note that the move may be multi-turn, and byte 69 is not guaranteed to update during a multi-turn move.  I think it will if the alien ends its move on a node, however. -- Zaimoni&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x47&lt;br /&gt;
|Unit lighting: always 16 for XCom units, 0 for most aliens but 1 for cyberdisc. If greater than 1, it is set to 1 when unit inactive - see the [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48&lt;br /&gt;
|The amount of [[Morale]] that has been restored using the [[Medi-Kit (EU)|Medkit&#039;s]] painkillers. The amount that &#039;&#039;can&#039;&#039; be restored is equal to the maximum health of the unit (index 26) minus their current health (index 13) further minus this.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x49&lt;br /&gt;
|Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A&lt;br /&gt;
|AI Mode. Zaimoni found [http://www.strategycore.co.uk/forums/UFO-AI-patch-t8908.html&amp;amp;st=20&amp;amp;start=20 Here] that the values are 0:PATROL, 1:SNIPER, 2:ATTACKING, 3:ESCAPING, 4:GUARD, 5:Returning to UFO. 255 (-1) is also possible. Zaimoni tripped this by wounding a Floater in SNIPER mode; it returned fire, then was taken down by another soldier. Snap guess is that this is a &amp;quot;recalculate&amp;quot; marker.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4B&lt;br /&gt;
|Always 0?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76-77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76-77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C-0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C-0x4D&lt;br /&gt;
|Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78-79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78-79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E-0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E-0x4F&lt;br /&gt;
|Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50&lt;br /&gt;
|[[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;81&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x51&lt;br /&gt;
|[[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero [[Damage]], it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;82&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;82&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x52&lt;br /&gt;
|[[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;83&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x53&lt;br /&gt;
|[[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;84&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;84&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x54&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[Psionic Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;85&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;85&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x55&lt;br /&gt;
|[[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;86-110&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;86-110&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x56-0x6E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x56-0x6E&lt;br /&gt;
|Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;111&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;111&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x6F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x6F&lt;br /&gt;
|Called &amp;quot;BigFire&amp;quot;. If true (value of 1) then the unit is currently firing a weapon. It reverts back to 0 afterwards - determines whether to render the gun and firing arm in the &amp;quot;pointing weapon&amp;quot; position, or whether the weapon is being held against the chest. If manually set to a value above 0, the unit will hold its weapon out until such time as it actually uses it.&lt;br /&gt;
&lt;br /&gt;
Note that this value is only used by units holding two-handed weapons. A unit holding for eg a pistol will &#039;&#039;always&#039;&#039; point the weapon, and uses a different arm sprite for the purposes of doing so (regardless of whether or not the weapon is being fired).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;112&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;112&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x70&lt;br /&gt;
|Called &amp;quot;Finished&amp;quot;. If true (value of 1) signifies that the unit finished AI actions for current turn.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;113&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;113&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x71&lt;br /&gt;
|If 1, then you can&#039;t use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don&#039;t use this but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
[[#1|[1]]] actually determines the inventory screen used, might be worth playing with that. [[#46|[46]]] determines the layout.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;114&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;114&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x72&lt;br /&gt;
|If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;115&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;115&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x73&lt;br /&gt;
|Gender: 0 = male, 1 = female.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;116&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;116&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x74&lt;br /&gt;
|Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;117&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;117&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x75&lt;br /&gt;
|Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                       F.A.  TUs        F.A.  TUs&lt;br /&gt;
   0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
   1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
   2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
   3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
   4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
   5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
  22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
 255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [[#46|[46]]], [[#113|[113]]], and [[#118|[118]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;118&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;118&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x76&lt;br /&gt;
|Ammo for [[#117|[117]]] turret weapon&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;119&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;119&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x77&lt;br /&gt;
|Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039;&lt;br /&gt;
 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
 00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
 00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
 00000101   5 Snakeman&lt;br /&gt;
 00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&#039;&#039;&lt;br /&gt;
 00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&#039;&#039;&lt;br /&gt;
 00010011  19 Snakeman&lt;br /&gt;
 00100110  38 PA Soldier&lt;br /&gt;
 00101010  42 Muton(3)&lt;br /&gt;
 00110001  49 Muton&lt;br /&gt;
 00110010  50 PA Soldier&lt;br /&gt;
 00110101  53 Silacoid(2)&lt;br /&gt;
 00111011  59 Celatid&lt;br /&gt;
 00111111  63 Silacoid&lt;br /&gt;
 01001110  78 PA Soldier&lt;br /&gt;
 01100111 103 PA Soldier&lt;br /&gt;
 01111111 127 Muton&lt;br /&gt;
 10010000 144 Muton&lt;br /&gt;
 11000000 192 Celatid&lt;br /&gt;
 11111110 254 Muton&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;120&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x78&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x78&lt;br /&gt;
|Unit bit flags, mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
 (  1) 1: 1 = Dead.  &#039;&#039;This was only set for 2 of 3 dead aliens in my current game.&#039;&#039;&lt;br /&gt;
                     &#039;&#039;[[#13|[13]]] (Health=0) is the most reliable indicator for me.&#039;&#039;&lt;br /&gt;
                     &#039;&#039;-[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
 (  2) 2: 1 = Unit can fly.&lt;br /&gt;
 (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
 (  8) 4: 1 = Has been to this unit in next unit loop. Or to put it another way, has the unit been selected this turn.&lt;br /&gt;
 ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
              (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
 ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
 ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
 (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
              Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;121&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;121&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x79&lt;br /&gt;
|Possible Values: 0 or 16. All units in unitref.dat get a value of 0 except for the second unit in the list which gets 16. Doesn&#039;t matter if the second unit is a soldier, a tank, or an alien. It&#039;s always 16. Editing it to 0 doesn&#039;t crash the game or have any dire consequences. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;122&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;122&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7A&lt;br /&gt;
|Always 0?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;123&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;123&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7B&lt;br /&gt;
|Always 0?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;124-125&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;124-125&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7C-0x7D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7C-0x7D&lt;br /&gt;
|TFTD ONLY - Bubble animation count for soldiers.  Can be 0 to 16 (0x0F).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;126-127&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;126-127&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7E-0x7F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7E-0x7F&lt;br /&gt;
|TFTD ONLY - Bubble animation delay, skips this amount of frames.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;128-129&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;128-129&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x80-0x81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x80-ox81&lt;br /&gt;
|TFTD ONLY - Bubble animation enable. (0=disable, 1=enable)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;130-131&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;130-131&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x82-0x83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x82-0x83&lt;br /&gt;
|TFTD ONLY - Called &amp;quot;floorabove&amp;quot; flag. Is there a floor above unit? (0=no, 1=yes)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets [[#23|[23]]]-[[#28|[28]]], etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset [[#78-79|[78-79]]]) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets [[#80|[80]]]-[[#85|[85]]]) causes stat and rank increases, and decreased health (offset [[#26|[26]]] - offset [[#13|[13]]]) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets [[#80|[80]]]-[[#85|[85]]]) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset [[#85|[85]]]) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets [[#80|[80]]]-[[#82|[82]]] or [[#84|[84]]]-[[#85|[85]]]; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   &amp;lt;strike&amp;gt;Offset of weapon from unit image?&amp;lt;/strike&amp;gt; &lt;br /&gt;
   &#039;&#039;Based on unit height and nothing else. There may be values to determine what arm sprites to use,&#039;&#039;&lt;br /&gt;
   &#039;&#039;but I doubt it.&#039;&#039;&lt;br /&gt;
   Firing sprite offset? &lt;br /&gt;
   &#039;&#039;Probably just based on unit height and some hardcoded values in the executable.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Inventory lockout?&amp;lt;/strike&amp;gt; &#039;&#039;All mind controlled units are locked out.&#039;&#039;&lt;br /&gt;
   Kneel lockout? &lt;br /&gt;
   &#039;&#039;Probably the same as above, I seem to remember that using XcomUtil to &amp;quot;swap sides&amp;quot; would make it&#039;&#039;&lt;br /&gt;
   &#039;&#039;possible to kneel small alien units.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Aliens seen?&amp;lt;/strike&amp;gt; &#039;&#039;Not used in unitref.dat, only in unitpos.dat. -[[User:Zombie|Zombie]] 23:48, 29 September 2006 (PDT)&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&amp;lt;/strike&amp;gt; &#039;&#039;Set according to unit type.&#039;&#039;&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 111 values.&lt;br /&gt;
   Unknown values (13 in total):&lt;br /&gt;
   [[#34|[034 / 0x22]]] - Always 0?&lt;br /&gt;
   [[#36|[036 / 0x24]]] - Always 0?&lt;br /&gt;
   [[#43|[043 / 0x2B]]] - Set to 1 on occasion, usually 0.&lt;br /&gt;
   [[#52|[052 / 0x34]]] - Seems to be a mirror of 48 / 0x30, the LOFTemp index for the unit.&lt;br /&gt;
   [[#71|[071 / 0x47]]] - Appears to relate to lighting caused by the unit, [[Talk:UNITREF.DAT#Offset_0x47|discussion here]].&lt;br /&gt;
   [[#74|[074 / 0x4A]]] - Appears to relate to the AI-mode used by the unit, [[Talk:UNITREF.DAT#Offset_0x4A_.2874.29|discussion here]].&lt;br /&gt;
   [[#75|[075 / 0x4B]]] - Always 0?&lt;br /&gt;
   [[#112|[112 / 0x70]]] - Set to 1 for some aliens, 0 otherwise.&lt;br /&gt;
   [[#119|[119 / 0x77]]] - No idea, possible bitfield, could be anything.&lt;br /&gt;
   [[#120|[120 / 0x78]]] - Unit bit flags, mainly re: mobility. Only one bit not 100% identified.&lt;br /&gt;
   [[#121|[121 / 0x79]]] - Second unit gets a value of 16. Everyone else gets 0. No obvious purpose.&lt;br /&gt;
   [[#122|[122 / 0x7A]]] - Always 0?&lt;br /&gt;
   [[#123|[123 / 0x7B]]] - Always 0?&lt;br /&gt;
   &lt;br /&gt;
   Know 1 TFTD value.   &lt;br /&gt;
   Unknown TFTD values (7 in total):&lt;br /&gt;
   [[#125|[125]]] [[#126|[126]]] [[#127|[127]]] [[#128|[128]]] [[#129|[129]]] [[#130|[130]]] [[#131|[131]]]&lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=65994</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=65994"/>
		<updated>2015-06-24T04:32:19Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Structure */ Must&amp;#039;ve deleted the valign by accident.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Saved Game Files|save game file]] that has a record size of 124 bytes for UFO, or 132 for TFTD. Values are unsigned unless otherwise stated. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). It goes hand in hand with [[UNITPOS.DAT]].&lt;br /&gt;
&lt;br /&gt;
Comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine before tactical battles. Stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder and contains info on all units that will be present in the coming mission (in an alive state - the deaths of aliens killed by exploding UFO power units isn&#039;t determined until [[Battlescape_Map_Generation#KABOOM.21.21|later]]). Unlike the other two versions, this only contains the bare minimum number of records required to store the units it details.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNITREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], contains the mid-mission state of the unit table.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder at the end of combat. Used to determine which troopers/tanks survived, statistic gains via [[experience]], and which aliens need to be hauled off to the [[Alien Containment]] unit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#123|123]] (or [[#131|131]] for TFTD)) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0x7B|0x7B]] (or [[#0x83|0x83]] for TFTD)). Notes apply to both UFO and TFTD unless otherwise stated. Let us know what else you can find - refer to the [[#Notes|bottom of the page]] for those values that&#039;re unknown, or to the [[Talk:UNITREF.DAT|talk page]] for further ideas as to what they could be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00&lt;br /&gt;
|Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [[#53|[53]]] &amp;amp; [[#54|[54]]] (weapons in hands), [[#115|[115]]] (gender) and [[#120|[120]]] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
      &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                        &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
   0: Male/female unarmored X-COM soldier     0: Male/female unarmored X-COM diver   &lt;br /&gt;
   1: Male/female personal armor soldier      1: Male/female plastic armor diver&lt;br /&gt;
   2: Power/flying suit soldier               2: Power/flying suit diver&lt;br /&gt;
   3: Tank                                    3: Tank&lt;br /&gt;
   4: Sectoid                                 4: Aquatoid&lt;br /&gt;
   5: Snakeman                                5: Gillman&lt;br /&gt;
   6: Ethereal                                6: Lobster Man&lt;br /&gt;
   7: Muton                                   7: Tasoth&lt;br /&gt;
   8: Floater                                 8: Calcinite&lt;br /&gt;
   9: Celatid                                 9: Deep One&lt;br /&gt;
  10: Silacoid                               0A: BioDrone&lt;br /&gt;
  11: Chryssalid                             0B: Tentaculat&lt;br /&gt;
  12: Reaper                                 0C: Triscene&lt;br /&gt;
  13: Sectopod                               0D: Hallucinoid&lt;br /&gt;
  14: Cyberdisc                              0E: Xarquid&lt;br /&gt;
  15: Male civilian                          0F: Male civilians&lt;br /&gt;
  16: Female civilian                        10: Female civilians&lt;br /&gt;
  17: Zombie                                 11: Zombie&lt;br /&gt;
 255: Unused                                255: Unused&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If the corresponding [[UNITPOS.DAT]] record is unused, then the record is unused.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x01&lt;br /&gt;
|Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, [[#115|[115]]] and [[#116|[116]]] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x05&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|PCK set]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x09&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|TAB index for the PCK data]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A&lt;br /&gt;
|Unit facing. Does NOT control HWP turret direction; see [[#24|[24]]].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0B&lt;br /&gt;
|Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. [[MCD]][39+[[#11|UnitRef[11]]]] is the offset used. Note: By default, this is 0 for ALL unit types.&lt;br /&gt;
   0: Walking&lt;br /&gt;
   1: Sliding&lt;br /&gt;
   2: Flying&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C&lt;br /&gt;
|Current TUs.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0D&lt;br /&gt;
|Current Health. Health of 0 = Dead. Compare [[#42|[42]]], [[#120|[120]]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For my [[Talk:Bravery|Bravery experience point testing]], I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still &amp;quot;alive&amp;quot; (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died &#039;&#039;&#039;again&#039;&#039;&#039; at the end of &#039;&#039;&#039;next&#039;&#039;&#039; turn, even though they were all on the ground (I heard screams, and all soldiers&#039; Morale went to 100 again). What the heck? The aliens stayed down after that, though. --[[User:MikeTheRed|MikeTheRed]] 16:01, 3 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: [[UNITPOS.DAT]] offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF &amp;amp; BB - MTR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;While the game kills characters when Health&amp;lt;=Fatal Wounds (__ dies message), XComUtil will recover them based if their health is greater than 0.  Haven&#039;t tested an unmodified game.  --[[User:Zaimoni|Zaimoni]] 11:52, 14 April 2007 (CDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E&lt;br /&gt;
|Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0F&lt;br /&gt;
|Current Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10&lt;br /&gt;
|Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x11&lt;br /&gt;
|Strength&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12&lt;br /&gt;
|Current Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x13&lt;br /&gt;
|Current Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14&lt;br /&gt;
|Current Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x15&lt;br /&gt;
|Current Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16&lt;br /&gt;
|Current Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x17&lt;br /&gt;
|Base Firing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18&lt;br /&gt;
|Base Throwing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [[#10|[10]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x19&lt;br /&gt;
|Base TUs&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A&lt;br /&gt;
|Base Health&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1B&lt;br /&gt;
|Base Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C&lt;br /&gt;
|Base Reactions&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it&#039;s been damaged&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1D&lt;br /&gt;
|Base Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E&lt;br /&gt;
|Base Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1F&lt;br /&gt;
|Base Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20&lt;br /&gt;
|Base Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x21&lt;br /&gt;
|Base Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22&lt;br /&gt;
|Supposedly this was going to be Health Recharge which would function like the Energy Recharge. Always 0 and ignored by game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x23&lt;br /&gt;
|Energy to recharge each turn. Equals &#039;&#039;&#039;recruit initial&#039;&#039;&#039; TUs/3 ([[SOLDIER.DAT]][43], &#039;&#039;&#039;not&#039;&#039;&#039; total base TUs). This is a signed byte. See [[Time Units]] and [[Energy#Usage|Energy Usage]]; also see [[#45|[45]]] (energy usage when walking/turning). &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24&lt;br /&gt;
|Supposedly this was going to be Armor Recharge which would function like the Energy Recharge. Always 0 and probably unused, but needs testing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x25&lt;br /&gt;
|Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26&lt;br /&gt;
|Item to create when unit is unconscious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x27&lt;br /&gt;
|&amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with [[Rank]] Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28&lt;br /&gt;
|Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x29&lt;br /&gt;
|Animation frame counter for the unit. Used by eg [[Celatid]]s and [[Silacoid]]s. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A&lt;br /&gt;
|Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&#039;&#039;I don&#039;t see 255 set for three dead mutons in a current game... [[#13|[13]]] (Health=0) seems to be the only reliable death indicator for them. Compare [[#120|[120]]]. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2B&lt;br /&gt;
|Called &amp;quot;deployment&amp;quot; with values of 0 or 1 (0=inside, 1=outside). When alien units are generated for a battle, there is a random chance for this byte to be set. That unit is a &amp;quot;scout&amp;quot; and can be assigned to one of the neutral spawn points on the map without the need to fill up all the alien exclusive points first. In other words (and if I understand the terminology correctly), a value of 0 means the alien will spawn on (aka inside) the tile it was assigned to, while a value of 1 means the alien will spawn outside of the assigned node on a civ-scout route.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C&lt;br /&gt;
|Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2. 0=Cautious,1=Normal,2=Aggressive  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039; This determines the amount of the unit&#039;s TUs that are devoted to shooting: 0=50%,1=60%,2=66%.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2D&lt;br /&gt;
|Used to calculate energy loss when walking or turning as: INT( TUs / 2&amp;lt;sup&amp;gt;[45]&amp;lt;/sup&amp;gt; ). See [[Energy#Usage]]; compare [[#35|[35]]] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map [[Time Units#Time_Unit_Walking_Usage_Tables|tile TU cost]] is 12). &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E&lt;br /&gt;
|HWP turret image. Only used (and only appears) if unit type [[#0|[0]]]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [[#113|[113]]] and [[#117|[117]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2F&lt;br /&gt;
|This is a direct copy of offset[48] from the [[MCD]] record of the tile the unit is standing on. A signed byte.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30&lt;br /&gt;
|Values for this byte always equal [[#52|[52]]] and are:&lt;br /&gt;
   2  (3x3 square; legacy 5 pixels):  Sectoid&lt;br /&gt;
   3  (5x5 square, corners removed; legacy 7 pixels):  Celatid, Chryssalid, Civvie,&lt;br /&gt;
      Ethereal, Floater, Muton, Snake, &#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
   4  (7x7 octagon; legacy 9 pixels):  Cyberdisc, Hovertank, Reaper, Sectopod, Tank&lt;br /&gt;
   5 (9x9 square, Ls with 3-pixel legs removed; legacy 11 pixels):  Silacoid&lt;br /&gt;
Based on copious research by [[User:Bomb_Bloke|Bomb_Bloke]], [[User:Seb76|Seb76]], [[user:Zombie|Zombie]], and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the &amp;quot;3D&amp;quot; shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each &amp;quot;silhoutte&amp;quot; that [[LOFTEMPS.DAT]] corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that&#039;s what this byte is about), and 24 pixels high (compare [[#49|[49]]]).&lt;br /&gt;
&lt;br /&gt;
This cylindrical shape is used in conjunction with height [[#49|[49]]] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section):&lt;br /&gt;
&lt;br /&gt;
                     LOF     LOF             Cross    Percent&lt;br /&gt;
                    Lookup  Width   Height  Section   of 384    Float   4x?&lt;br /&gt;
 Type               &#039;&#039;UR[48]  Pixels  UR[[#49|[49]]] Pxls X Ht  (16x24)   UR[[#51|[51]]]&#039;&#039;&lt;br /&gt;
 ----               ------  ------  ------ ---------  -------   ------  ---&lt;br /&gt;
 Sectoid               2       5      16       80      20.8%       -     -&lt;br /&gt;
 Celatid               3       7      12       84      21.9%       6     -&lt;br /&gt;
 Soldier (Kneeling)    3       7      14       98      25.5%       -     -&lt;br /&gt;
 Hovertank             4       9      12      108      28.1%       6    Yes&lt;br /&gt;
 Silacoid              5      11      10      110      28.6%       -     -&lt;br /&gt;
 Snakeman              3       7      18      126      32.8%       -     -&lt;br /&gt;
 Zombie                3       7      18      126      32.8%       -     -&lt;br /&gt;
 Ethereal              3       7      20      140      36.5%       -     -&lt;br /&gt;
 Cyberdisc             4       9      15      135      35.2%       2    Yes&lt;br /&gt;
 Chryssalid            3       7      21      147      38.3%       -     -&lt;br /&gt;
 Civilian              3       7      21      147      38.3%       2     -&lt;br /&gt;
 Floater               3       7      21      147      38.3%       2     -&lt;br /&gt;
 Muton                 3       7      21      147      38.3%       -     -&lt;br /&gt;
 Tank                  4       9      16      144      37.5%       -    Yes&lt;br /&gt;
 Soldier               3       7      22      154      40.1%       -     -&lt;br /&gt;
 Reaper                4       9      23      207      53.9%       -    Yes&lt;br /&gt;
 Sectopod              4       9      23      207      53.9%       -    Yes&lt;br /&gt;
Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the &amp;quot;Percent of 384&amp;quot; column. In reality, though, the [[Firing Accuracy|accuracy]] of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it&#039;s useful to see, keep in mind that this column only shows relative numbers.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;i&amp;gt;[[User:Zaimoni|Zaimoni]]: actual cross section depends on shot facing.  The table is close to correct for pure diagonal shots, so leaving alone for now.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit Float number ([[#51|[51]]], below) is shown simply for convenience. It does not enter into the cross-sectional computations. &amp;quot;4x&amp;quot; units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated).&lt;br /&gt;
&lt;br /&gt;
Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x31&lt;br /&gt;
|[[height|Standing height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32&lt;br /&gt;
|[[height|Kneeling height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x33&lt;br /&gt;
|Floating [[height]]. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The highest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34&lt;br /&gt;
|&amp;quot;Radius&amp;quot; of LOF Template. Always the same as [[#48|[48]]] in all known saved games. More info can be found at [[Talk:UNITREF.DAT#Offsets_0x30_.26_0x34|Talk:UNITREF.DAT#Offsets_0x30_&amp;amp;_0x34]] ([48] and [52]).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x35&lt;br /&gt;
|Image index for item in left hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36&lt;br /&gt;
|Image index for item in right hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but one of the above two bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x37&lt;br /&gt;
|[[Damage#Susceptible_to...|Damage Modifier]] Category&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but I think there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Value&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;0&#039;&#039;&#039;      Terrain and Items&lt;br /&gt;
    &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
    &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
    &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
    &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
    &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
    &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
    &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
    &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
    &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38&lt;br /&gt;
|[[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x39&lt;br /&gt;
|[[Psionic Strength]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A&lt;br /&gt;
|Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3B&lt;br /&gt;
|[[Bravery]] = 110 - (10 * &#039;&#039;this value&#039;&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C&lt;br /&gt;
|Panic mode. This takes effect at the start of the unit&#039;s next turn. Since it is cleared at that point, you&#039;ll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.&lt;br /&gt;
   0: None&lt;br /&gt;
   1: Freeze&lt;br /&gt;
   2: Running&lt;br /&gt;
   3: Berserk&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3D&lt;br /&gt;
|[[#62|[62]]] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E&lt;br /&gt;
|Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3F&lt;br /&gt;
|Number of [[Fatal Wounds]] to head.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40&lt;br /&gt;
|Number of fatal wounds to torso.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x41&lt;br /&gt;
|Number of fatal wounds to right arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42&lt;br /&gt;
|Number of fatal wounds to left arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x43&lt;br /&gt;
|Number of fatal wounds to right leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44&lt;br /&gt;
|Number of fatal wounds to left leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;69-70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;69-70&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x45-0x46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x45-0x46&lt;br /&gt;
|Indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69.&lt;br /&gt;
:For patrol AI (no X-COM units sighted in turn 1, either X-COM or alien):&lt;br /&gt;
::Byte 69 is the index of the node of the start of the planned move.&lt;br /&gt;
::Byte 70 is the index of the node of the end of the planned move.&lt;br /&gt;
:Note that the move may be multi-turn, and byte 69 is not guaranteed to update during a multi-turn move.  I think it will if the alien ends its move on a node, however. -- Zaimoni&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x47&lt;br /&gt;
|Unit lighting: always 16 for XCom units, 0 for most aliens but 1 for cyberdisc. If greater than 1, it is set to 1 when unit inactive - see the [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48&lt;br /&gt;
|The amount of [[Morale]] that has been restored using the [[Medi-Kit (EU)|Medkit&#039;s]] painkillers. The amount that &#039;&#039;can&#039;&#039; be restored is equal to the maximum health of the unit (index 26) minus their current health (index 13) further minus this.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x49&lt;br /&gt;
|Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A&lt;br /&gt;
|AI Mode. Zaimoni found [http://www.strategycore.co.uk/forums/UFO-AI-patch-t8908.html&amp;amp;st=20&amp;amp;start=20 Here] that the values are 0:PATROL, 1:SNIPER, 2:ATTACKING, 3:ESCAPING, 4:GUARD, 5:Returning to UFO. 255 (-1) is also possible. Zaimoni tripped this by wounding a Floater in SNIPER mode; it returned fire, then was taken down by another soldier. Snap guess is that this is a &amp;quot;recalculate&amp;quot; marker.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4B&lt;br /&gt;
|Always 0?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76-77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76-77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C-0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C-0x4D&lt;br /&gt;
|Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78-79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78-79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E-0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E-0x4F&lt;br /&gt;
|Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50&lt;br /&gt;
|[[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;81&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x51&lt;br /&gt;
|[[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero [[Damage]], it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;82&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;82&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x52&lt;br /&gt;
|[[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;83&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x53&lt;br /&gt;
|[[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;84&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;84&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x54&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[Psionic Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;85&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;85&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x55&lt;br /&gt;
|[[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;86-110&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;86-110&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x56-0x6E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x56-0x6E&lt;br /&gt;
|Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;111&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;111&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x6F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x6F&lt;br /&gt;
|Called &amp;quot;BigFire&amp;quot;. If true (value of 1) then the unit is currently firing a weapon. It reverts back to 0 afterwards - determines whether to render the gun and firing arm in the &amp;quot;pointing weapon&amp;quot; position, or whether the weapon is being held against the chest. If manually set to a value above 0, the unit will hold its weapon out until such time as it actually uses it.&lt;br /&gt;
&lt;br /&gt;
Note that this value is only used by units holding two-handed weapons. A unit holding for eg a pistol will &#039;&#039;always&#039;&#039; point the weapon, and uses a different arm sprite for the purposes of doing so (regardless of whether or not the weapon is being fired).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;112&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;112&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x70&lt;br /&gt;
|Called &amp;quot;Finished&amp;quot;. If true (value of 1) signifies that the unit finished AI actions for current turn.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;113&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;113&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x71&lt;br /&gt;
|If 1, then you can&#039;t use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don&#039;t use this but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
[[#1|[1]]] actually determines the inventory screen used, might be worth playing with that. [[#46|[46]]] determines the layout.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;114&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;114&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x72&lt;br /&gt;
|If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;115&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;115&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x73&lt;br /&gt;
|Gender: 0 = male, 1 = female.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;116&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;116&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x74&lt;br /&gt;
|Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;117&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;117&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x75&lt;br /&gt;
|Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                       F.A.  TUs        F.A.  TUs&lt;br /&gt;
   0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
   1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
   2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
   3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
   4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
   5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
  22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
 255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [[#46|[46]]], [[#113|[113]]], and [[#118|[118]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;118&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;118&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x76&lt;br /&gt;
|Ammo for [[#117|[117]]] turret weapon&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;119&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;119&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x77&lt;br /&gt;
|Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039;&lt;br /&gt;
 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
 00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
 00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
 00000101   5 Snakeman&lt;br /&gt;
 00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&#039;&#039;&lt;br /&gt;
 00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&#039;&#039;&lt;br /&gt;
 00010011  19 Snakeman&lt;br /&gt;
 00100110  38 PA Soldier&lt;br /&gt;
 00101010  42 Muton(3)&lt;br /&gt;
 00110001  49 Muton&lt;br /&gt;
 00110010  50 PA Soldier&lt;br /&gt;
 00110101  53 Silacoid(2)&lt;br /&gt;
 00111011  59 Celatid&lt;br /&gt;
 00111111  63 Silacoid&lt;br /&gt;
 01001110  78 PA Soldier&lt;br /&gt;
 01100111 103 PA Soldier&lt;br /&gt;
 01111111 127 Muton&lt;br /&gt;
 10010000 144 Muton&lt;br /&gt;
 11000000 192 Celatid&lt;br /&gt;
 11111110 254 Muton&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;120&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x78&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x78&lt;br /&gt;
|Unit bit flags, mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
 (  1) 1: 1 = Dead.  &#039;&#039;This was only set for 2 of 3 dead aliens in my current game.&#039;&#039;&lt;br /&gt;
                     &#039;&#039;[[#13|[13]]] (Health=0) is the most reliable indicator for me.&#039;&#039;&lt;br /&gt;
                     &#039;&#039;-[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
 (  2) 2: 1 = Unit can fly.&lt;br /&gt;
 (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
 (  8) 4: 1 = Has been to this unit in next unit loop. Or to put it another way, has the unit been selected this turn.&lt;br /&gt;
 ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
              (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
 ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
 ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
 (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
              Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;121&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;121&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x79&lt;br /&gt;
|Possible Values: 0 or 16. All units in unitref.dat get a value of 0 except for the second unit in the list which gets 16. Doesn&#039;t matter if the second unit is a soldier, a tank, or an alien. It&#039;s always 16. Editing it to 0 doesn&#039;t crash the game or have any dire consequences. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;122&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;122&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7A&lt;br /&gt;
|Always 0?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;123&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;123&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7B&lt;br /&gt;
|Always 0?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;124&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;124&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7C&lt;br /&gt;
|TFTD ONLY - Appears to be a count as to which frame of bubbles the soldier is on.  Can be 0 to 16 (0x0F), most likely 125/7D is included with this.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;125&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;125&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7D&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;126&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;126&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7E&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;127&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;127&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7F&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;128&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;128&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x80&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x80&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;129&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;129&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x81&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;130&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;130&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x82&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x82&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;131&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;131&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x83&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets [[#23|[23]]]-[[#28|[28]]], etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset [[#78-79|[78-79]]]) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets [[#80|[80]]]-[[#85|[85]]]) causes stat and rank increases, and decreased health (offset [[#26|[26]]] - offset [[#13|[13]]]) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets [[#80|[80]]]-[[#85|[85]]]) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset [[#85|[85]]]) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets [[#80|[80]]]-[[#82|[82]]] or [[#84|[84]]]-[[#85|[85]]]; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   &amp;lt;strike&amp;gt;Offset of weapon from unit image?&amp;lt;/strike&amp;gt; &lt;br /&gt;
   &#039;&#039;Based on unit height and nothing else. There may be values to determine what arm sprites to use,&#039;&#039;&lt;br /&gt;
   &#039;&#039;but I doubt it.&#039;&#039;&lt;br /&gt;
   Firing sprite offset? &lt;br /&gt;
   &#039;&#039;Probably just based on unit height and some hardcoded values in the executable.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Inventory lockout?&amp;lt;/strike&amp;gt; &#039;&#039;All mind controlled units are locked out.&#039;&#039;&lt;br /&gt;
   Kneel lockout? &lt;br /&gt;
   &#039;&#039;Probably the same as above, I seem to remember that using XcomUtil to &amp;quot;swap sides&amp;quot; would make it&#039;&#039;&lt;br /&gt;
   &#039;&#039;possible to kneel small alien units.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Aliens seen?&amp;lt;/strike&amp;gt; &#039;&#039;Not used in unitref.dat, only in unitpos.dat. -[[User:Zombie|Zombie]] 23:48, 29 September 2006 (PDT)&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&amp;lt;/strike&amp;gt; &#039;&#039;Set according to unit type.&#039;&#039;&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 111 values.&lt;br /&gt;
   Unknown values (13 in total):&lt;br /&gt;
   [[#34|[034 / 0x22]]] - Always 0?&lt;br /&gt;
   [[#36|[036 / 0x24]]] - Always 0?&lt;br /&gt;
   [[#43|[043 / 0x2B]]] - Set to 1 on occasion, usually 0.&lt;br /&gt;
   [[#52|[052 / 0x34]]] - Seems to be a mirror of 48 / 0x30, the LOFTemp index for the unit.&lt;br /&gt;
   [[#71|[071 / 0x47]]] - Appears to relate to lighting caused by the unit, [[Talk:UNITREF.DAT#Offset_0x47|discussion here]].&lt;br /&gt;
   [[#74|[074 / 0x4A]]] - Appears to relate to the AI-mode used by the unit, [[Talk:UNITREF.DAT#Offset_0x4A_.2874.29|discussion here]].&lt;br /&gt;
   [[#75|[075 / 0x4B]]] - Always 0?&lt;br /&gt;
   [[#112|[112 / 0x70]]] - Set to 1 for some aliens, 0 otherwise.&lt;br /&gt;
   [[#119|[119 / 0x77]]] - No idea, possible bitfield, could be anything.&lt;br /&gt;
   [[#120|[120 / 0x78]]] - Unit bit flags, mainly re: mobility. Only one bit not 100% identified.&lt;br /&gt;
   [[#121|[121 / 0x79]]] - Second unit gets a value of 16. Everyone else gets 0. No obvious purpose.&lt;br /&gt;
   [[#122|[122 / 0x7A]]] - Always 0?&lt;br /&gt;
   [[#123|[123 / 0x7B]]] - Always 0?&lt;br /&gt;
   &lt;br /&gt;
   Know 1 TFTD value.   &lt;br /&gt;
   Unknown TFTD values (7 in total):&lt;br /&gt;
   [[#125|[125]]] [[#126|[126]]] [[#127|[127]]] [[#128|[128]]] [[#129|[129]]] [[#130|[130]]] [[#131|[131]]]&lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=65993</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=65993"/>
		<updated>2015-06-24T04:27:49Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Structure */ Elaborated on 0x2B&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Saved Game Files|save game file]] that has a record size of 124 bytes for UFO, or 132 for TFTD. Values are unsigned unless otherwise stated. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). It goes hand in hand with [[UNITPOS.DAT]].&lt;br /&gt;
&lt;br /&gt;
Comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine before tactical battles. Stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder and contains info on all units that will be present in the coming mission (in an alive state - the deaths of aliens killed by exploding UFO power units isn&#039;t determined until [[Battlescape_Map_Generation#KABOOM.21.21|later]]). Unlike the other two versions, this only contains the bare minimum number of records required to store the units it details.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNITREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], contains the mid-mission state of the unit table.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder at the end of combat. Used to determine which troopers/tanks survived, statistic gains via [[experience]], and which aliens need to be hauled off to the [[Alien Containment]] unit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#123|123]] (or [[#131|131]] for TFTD)) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0x7B|0x7B]] (or [[#0x83|0x83]] for TFTD)). Notes apply to both UFO and TFTD unless otherwise stated. Let us know what else you can find - refer to the [[#Notes|bottom of the page]] for those values that&#039;re unknown, or to the [[Talk:UNITREF.DAT|talk page]] for further ideas as to what they could be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00&lt;br /&gt;
|Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [[#53|[53]]] &amp;amp; [[#54|[54]]] (weapons in hands), [[#115|[115]]] (gender) and [[#120|[120]]] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
      &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                        &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
   0: Male/female unarmored X-COM soldier     0: Male/female unarmored X-COM diver   &lt;br /&gt;
   1: Male/female personal armor soldier      1: Male/female plastic armor diver&lt;br /&gt;
   2: Power/flying suit soldier               2: Power/flying suit diver&lt;br /&gt;
   3: Tank                                    3: Tank&lt;br /&gt;
   4: Sectoid                                 4: Aquatoid&lt;br /&gt;
   5: Snakeman                                5: Gillman&lt;br /&gt;
   6: Ethereal                                6: Lobster Man&lt;br /&gt;
   7: Muton                                   7: Tasoth&lt;br /&gt;
   8: Floater                                 8: Calcinite&lt;br /&gt;
   9: Celatid                                 9: Deep One&lt;br /&gt;
  10: Silacoid                               0A: BioDrone&lt;br /&gt;
  11: Chryssalid                             0B: Tentaculat&lt;br /&gt;
  12: Reaper                                 0C: Triscene&lt;br /&gt;
  13: Sectopod                               0D: Hallucinoid&lt;br /&gt;
  14: Cyberdisc                              0E: Xarquid&lt;br /&gt;
  15: Male civilian                          0F: Male civilians&lt;br /&gt;
  16: Female civilian                        10: Female civilians&lt;br /&gt;
  17: Zombie                                 11: Zombie&lt;br /&gt;
 255: Unused                                255: Unused&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If the corresponding [[UNITPOS.DAT]] record is unused, then the record is unused.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x01&lt;br /&gt;
|Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, [[#115|[115]]] and [[#116|[116]]] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x05&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|PCK set]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x09&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|TAB index for the PCK data]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A&lt;br /&gt;
|Unit facing. Does NOT control HWP turret direction; see [[#24|[24]]].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0B&lt;br /&gt;
|Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. [[MCD]][39+[[#11|UnitRef[11]]]] is the offset used. Note: By default, this is 0 for ALL unit types.&lt;br /&gt;
   0: Walking&lt;br /&gt;
   1: Sliding&lt;br /&gt;
   2: Flying&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C&lt;br /&gt;
|Current TUs.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0D&lt;br /&gt;
|Current Health. Health of 0 = Dead. Compare [[#42|[42]]], [[#120|[120]]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For my [[Talk:Bravery|Bravery experience point testing]], I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still &amp;quot;alive&amp;quot; (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died &#039;&#039;&#039;again&#039;&#039;&#039; at the end of &#039;&#039;&#039;next&#039;&#039;&#039; turn, even though they were all on the ground (I heard screams, and all soldiers&#039; Morale went to 100 again). What the heck? The aliens stayed down after that, though. --[[User:MikeTheRed|MikeTheRed]] 16:01, 3 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: [[UNITPOS.DAT]] offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF &amp;amp; BB - MTR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;While the game kills characters when Health&amp;lt;=Fatal Wounds (__ dies message), XComUtil will recover them based if their health is greater than 0.  Haven&#039;t tested an unmodified game.  --[[User:Zaimoni|Zaimoni]] 11:52, 14 April 2007 (CDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E&lt;br /&gt;
|Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0F&lt;br /&gt;
|Current Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10&lt;br /&gt;
|Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x11&lt;br /&gt;
|Strength&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12&lt;br /&gt;
|Current Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x13&lt;br /&gt;
|Current Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14&lt;br /&gt;
|Current Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x15&lt;br /&gt;
|Current Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16&lt;br /&gt;
|Current Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x17&lt;br /&gt;
|Base Firing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18&lt;br /&gt;
|Base Throwing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [[#10|[10]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x19&lt;br /&gt;
|Base TUs&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A&lt;br /&gt;
|Base Health&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1B&lt;br /&gt;
|Base Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C&lt;br /&gt;
|Base Reactions&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it&#039;s been damaged&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1D&lt;br /&gt;
|Base Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E&lt;br /&gt;
|Base Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1F&lt;br /&gt;
|Base Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20&lt;br /&gt;
|Base Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x21&lt;br /&gt;
|Base Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22&lt;br /&gt;
|Supposedly this was going to be Health Recharge which would function like the Energy Recharge. Always 0 and ignored by game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x23&lt;br /&gt;
|Energy to recharge each turn. Equals &#039;&#039;&#039;recruit initial&#039;&#039;&#039; TUs/3 ([[SOLDIER.DAT]][43], &#039;&#039;&#039;not&#039;&#039;&#039; total base TUs). This is a signed byte. See [[Time Units]] and [[Energy#Usage|Energy Usage]]; also see [[#45|[45]]] (energy usage when walking/turning). &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24&lt;br /&gt;
|Supposedly this was going to be Armor Recharge which would function like the Energy Recharge. Always 0 and probably unused, but needs testing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x25&lt;br /&gt;
|Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26&lt;br /&gt;
|Item to create when unit is unconscious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x27&lt;br /&gt;
|&amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with [[Rank]] Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28&lt;br /&gt;
|Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x29&lt;br /&gt;
|Animation frame counter for the unit. Used by eg [[Celatid]]s and [[Silacoid]]s. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A&lt;br /&gt;
|Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&#039;&#039;I don&#039;t see 255 set for three dead mutons in a current game... [[#13|[13]]] (Health=0) seems to be the only reliable death indicator for them. Compare [[#120|[120]]]. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2B&lt;br /&gt;
|Called &amp;quot;deployment&amp;quot; with values of 0 or 1 (0=inside, 1=outside). When alien units are generated for a battle, there is a random chance for this byte to be set. That unit is a &amp;quot;scout&amp;quot; and can be assigned to one of the neutral spawn points on the map without the need to fill up all the alien exclusive points first. In other words (and if I understand the terminology correctly), a value of 0 means the alien will spawn on (aka inside) the tile it was assigned to, while a value of 1 means the alien will spawn outside of the assigned node on a civ-scout route.&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C&lt;br /&gt;
|Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2. 0=Cautious,1=Normal,2=Aggressive  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039; This determines the amount of the unit&#039;s TUs that are devoted to shooting: 0=50%,1=60%,2=66%.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2D&lt;br /&gt;
|Used to calculate energy loss when walking or turning as: INT( TUs / 2&amp;lt;sup&amp;gt;[45]&amp;lt;/sup&amp;gt; ). See [[Energy#Usage]]; compare [[#35|[35]]] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map [[Time Units#Time_Unit_Walking_Usage_Tables|tile TU cost]] is 12). &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E&lt;br /&gt;
|HWP turret image. Only used (and only appears) if unit type [[#0|[0]]]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [[#113|[113]]] and [[#117|[117]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2F&lt;br /&gt;
|This is a direct copy of offset[48] from the [[MCD]] record of the tile the unit is standing on. A signed byte.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30&lt;br /&gt;
|Values for this byte always equal [[#52|[52]]] and are:&lt;br /&gt;
   2  (3x3 square; legacy 5 pixels):  Sectoid&lt;br /&gt;
   3  (5x5 square, corners removed; legacy 7 pixels):  Celatid, Chryssalid, Civvie,&lt;br /&gt;
      Ethereal, Floater, Muton, Snake, &#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
   4  (7x7 octagon; legacy 9 pixels):  Cyberdisc, Hovertank, Reaper, Sectopod, Tank&lt;br /&gt;
   5 (9x9 square, Ls with 3-pixel legs removed; legacy 11 pixels):  Silacoid&lt;br /&gt;
Based on copious research by [[User:Bomb_Bloke|Bomb_Bloke]], [[User:Seb76|Seb76]], [[user:Zombie|Zombie]], and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the &amp;quot;3D&amp;quot; shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each &amp;quot;silhoutte&amp;quot; that [[LOFTEMPS.DAT]] corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that&#039;s what this byte is about), and 24 pixels high (compare [[#49|[49]]]).&lt;br /&gt;
&lt;br /&gt;
This cylindrical shape is used in conjunction with height [[#49|[49]]] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section):&lt;br /&gt;
&lt;br /&gt;
                     LOF     LOF             Cross    Percent&lt;br /&gt;
                    Lookup  Width   Height  Section   of 384    Float   4x?&lt;br /&gt;
 Type               &#039;&#039;UR[48]  Pixels  UR[[#49|[49]]] Pxls X Ht  (16x24)   UR[[#51|[51]]]&#039;&#039;&lt;br /&gt;
 ----               ------  ------  ------ ---------  -------   ------  ---&lt;br /&gt;
 Sectoid               2       5      16       80      20.8%       -     -&lt;br /&gt;
 Celatid               3       7      12       84      21.9%       6     -&lt;br /&gt;
 Soldier (Kneeling)    3       7      14       98      25.5%       -     -&lt;br /&gt;
 Hovertank             4       9      12      108      28.1%       6    Yes&lt;br /&gt;
 Silacoid              5      11      10      110      28.6%       -     -&lt;br /&gt;
 Snakeman              3       7      18      126      32.8%       -     -&lt;br /&gt;
 Zombie                3       7      18      126      32.8%       -     -&lt;br /&gt;
 Ethereal              3       7      20      140      36.5%       -     -&lt;br /&gt;
 Cyberdisc             4       9      15      135      35.2%       2    Yes&lt;br /&gt;
 Chryssalid            3       7      21      147      38.3%       -     -&lt;br /&gt;
 Civilian              3       7      21      147      38.3%       2     -&lt;br /&gt;
 Floater               3       7      21      147      38.3%       2     -&lt;br /&gt;
 Muton                 3       7      21      147      38.3%       -     -&lt;br /&gt;
 Tank                  4       9      16      144      37.5%       -    Yes&lt;br /&gt;
 Soldier               3       7      22      154      40.1%       -     -&lt;br /&gt;
 Reaper                4       9      23      207      53.9%       -    Yes&lt;br /&gt;
 Sectopod              4       9      23      207      53.9%       -    Yes&lt;br /&gt;
Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the &amp;quot;Percent of 384&amp;quot; column. In reality, though, the [[Firing Accuracy|accuracy]] of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it&#039;s useful to see, keep in mind that this column only shows relative numbers.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;i&amp;gt;[[User:Zaimoni|Zaimoni]]: actual cross section depends on shot facing.  The table is close to correct for pure diagonal shots, so leaving alone for now.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit Float number ([[#51|[51]]], below) is shown simply for convenience. It does not enter into the cross-sectional computations. &amp;quot;4x&amp;quot; units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated).&lt;br /&gt;
&lt;br /&gt;
Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x31&lt;br /&gt;
|[[height|Standing height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32&lt;br /&gt;
|[[height|Kneeling height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x33&lt;br /&gt;
|Floating [[height]]. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The highest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34&lt;br /&gt;
|&amp;quot;Radius&amp;quot; of LOF Template. Always the same as [[#48|[48]]] in all known saved games. More info can be found at [[Talk:UNITREF.DAT#Offsets_0x30_.26_0x34|Talk:UNITREF.DAT#Offsets_0x30_&amp;amp;_0x34]] ([48] and [52]).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x35&lt;br /&gt;
|Image index for item in left hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36&lt;br /&gt;
|Image index for item in right hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but one of the above two bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x37&lt;br /&gt;
|[[Damage#Susceptible_to...|Damage Modifier]] Category&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but I think there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Value&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;0&#039;&#039;&#039;      Terrain and Items&lt;br /&gt;
    &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
    &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
    &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
    &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
    &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
    &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
    &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
    &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
    &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38&lt;br /&gt;
|[[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x39&lt;br /&gt;
|[[Psionic Strength]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A&lt;br /&gt;
|Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3B&lt;br /&gt;
|[[Bravery]] = 110 - (10 * &#039;&#039;this value&#039;&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C&lt;br /&gt;
|Panic mode. This takes effect at the start of the unit&#039;s next turn. Since it is cleared at that point, you&#039;ll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.&lt;br /&gt;
   0: None&lt;br /&gt;
   1: Freeze&lt;br /&gt;
   2: Running&lt;br /&gt;
   3: Berserk&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3D&lt;br /&gt;
|[[#62|[62]]] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E&lt;br /&gt;
|Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3F&lt;br /&gt;
|Number of [[Fatal Wounds]] to head.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40&lt;br /&gt;
|Number of fatal wounds to torso.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x41&lt;br /&gt;
|Number of fatal wounds to right arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42&lt;br /&gt;
|Number of fatal wounds to left arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x43&lt;br /&gt;
|Number of fatal wounds to right leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44&lt;br /&gt;
|Number of fatal wounds to left leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;69-70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;69-70&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x45-0x46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x45-0x46&lt;br /&gt;
|Indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69.&lt;br /&gt;
:For patrol AI (no X-COM units sighted in turn 1, either X-COM or alien):&lt;br /&gt;
::Byte 69 is the index of the node of the start of the planned move.&lt;br /&gt;
::Byte 70 is the index of the node of the end of the planned move.&lt;br /&gt;
:Note that the move may be multi-turn, and byte 69 is not guaranteed to update during a multi-turn move.  I think it will if the alien ends its move on a node, however. -- Zaimoni&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x47&lt;br /&gt;
|Unit lighting: always 16 for XCom units, 0 for most aliens but 1 for cyberdisc. If greater than 1, it is set to 1 when unit inactive - see the [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48&lt;br /&gt;
|The amount of [[Morale]] that has been restored using the [[Medi-Kit (EU)|Medkit&#039;s]] painkillers. The amount that &#039;&#039;can&#039;&#039; be restored is equal to the maximum health of the unit (index 26) minus their current health (index 13) further minus this.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x49&lt;br /&gt;
|Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A&lt;br /&gt;
|AI Mode. Zaimoni found [http://www.strategycore.co.uk/forums/UFO-AI-patch-t8908.html&amp;amp;st=20&amp;amp;start=20 Here] that the values are 0:PATROL, 1:SNIPER, 2:ATTACKING, 3:ESCAPING, 4:GUARD, 5:Returning to UFO. 255 (-1) is also possible. Zaimoni tripped this by wounding a Floater in SNIPER mode; it returned fire, then was taken down by another soldier. Snap guess is that this is a &amp;quot;recalculate&amp;quot; marker.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4B&lt;br /&gt;
|Always 0?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76-77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76-77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C-0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C-0x4D&lt;br /&gt;
|Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78-79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78-79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E-0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E-0x4F&lt;br /&gt;
|Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50&lt;br /&gt;
|[[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;81&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x51&lt;br /&gt;
|[[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero [[Damage]], it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;82&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;82&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x52&lt;br /&gt;
|[[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;83&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x53&lt;br /&gt;
|[[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;84&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;84&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x54&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[Psionic Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;85&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;85&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x55&lt;br /&gt;
|[[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;86-110&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;86-110&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x56-0x6E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x56-0x6E&lt;br /&gt;
|Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;111&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;111&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x6F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x6F&lt;br /&gt;
|Called &amp;quot;BigFire&amp;quot;. If true (value of 1) then the unit is currently firing a weapon. It reverts back to 0 afterwards - determines whether to render the gun and firing arm in the &amp;quot;pointing weapon&amp;quot; position, or whether the weapon is being held against the chest. If manually set to a value above 0, the unit will hold its weapon out until such time as it actually uses it.&lt;br /&gt;
&lt;br /&gt;
Note that this value is only used by units holding two-handed weapons. A unit holding for eg a pistol will &#039;&#039;always&#039;&#039; point the weapon, and uses a different arm sprite for the purposes of doing so (regardless of whether or not the weapon is being fired).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;112&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;112&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x70&lt;br /&gt;
|Called &amp;quot;Finished&amp;quot;. If true (value of 1) signifies that the unit finished AI actions for current turn.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;113&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;113&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x71&lt;br /&gt;
|If 1, then you can&#039;t use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don&#039;t use this but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
[[#1|[1]]] actually determines the inventory screen used, might be worth playing with that. [[#46|[46]]] determines the layout.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;114&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;114&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x72&lt;br /&gt;
|If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;115&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;115&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x73&lt;br /&gt;
|Gender: 0 = male, 1 = female.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;116&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;116&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x74&lt;br /&gt;
|Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;117&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;117&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x75&lt;br /&gt;
|Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                       F.A.  TUs        F.A.  TUs&lt;br /&gt;
   0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
   1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
   2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
   3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
   4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
   5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
  22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
 255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [[#46|[46]]], [[#113|[113]]], and [[#118|[118]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;118&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;118&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x76&lt;br /&gt;
|Ammo for [[#117|[117]]] turret weapon&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;119&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;119&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x77&lt;br /&gt;
|Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039;&lt;br /&gt;
 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
 00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
 00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
 00000101   5 Snakeman&lt;br /&gt;
 00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&#039;&#039;&lt;br /&gt;
 00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&#039;&#039;&lt;br /&gt;
 00010011  19 Snakeman&lt;br /&gt;
 00100110  38 PA Soldier&lt;br /&gt;
 00101010  42 Muton(3)&lt;br /&gt;
 00110001  49 Muton&lt;br /&gt;
 00110010  50 PA Soldier&lt;br /&gt;
 00110101  53 Silacoid(2)&lt;br /&gt;
 00111011  59 Celatid&lt;br /&gt;
 00111111  63 Silacoid&lt;br /&gt;
 01001110  78 PA Soldier&lt;br /&gt;
 01100111 103 PA Soldier&lt;br /&gt;
 01111111 127 Muton&lt;br /&gt;
 10010000 144 Muton&lt;br /&gt;
 11000000 192 Celatid&lt;br /&gt;
 11111110 254 Muton&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;120&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x78&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x78&lt;br /&gt;
|Unit bit flags, mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
 (  1) 1: 1 = Dead.  &#039;&#039;This was only set for 2 of 3 dead aliens in my current game.&#039;&#039;&lt;br /&gt;
                     &#039;&#039;[[#13|[13]]] (Health=0) is the most reliable indicator for me.&#039;&#039;&lt;br /&gt;
                     &#039;&#039;-[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
 (  2) 2: 1 = Unit can fly.&lt;br /&gt;
 (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
 (  8) 4: 1 = Has been to this unit in next unit loop. Or to put it another way, has the unit been selected this turn.&lt;br /&gt;
 ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
              (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
 ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
 ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
 (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
              Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;121&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;121&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x79&lt;br /&gt;
|Possible Values: 0 or 16. All units in unitref.dat get a value of 0 except for the second unit in the list which gets 16. Doesn&#039;t matter if the second unit is a soldier, a tank, or an alien. It&#039;s always 16. Editing it to 0 doesn&#039;t crash the game or have any dire consequences. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;122&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;122&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7A&lt;br /&gt;
|Always 0?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;123&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;123&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7B&lt;br /&gt;
|Always 0?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;124&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;124&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7C&lt;br /&gt;
|TFTD ONLY - Appears to be a count as to which frame of bubbles the soldier is on.  Can be 0 to 16 (0x0F), most likely 125/7D is included with this.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;125&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;125&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7D&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;126&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;126&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7E&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;127&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;127&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7F&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;128&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;128&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x80&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x80&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;129&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;129&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x81&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;130&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;130&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x82&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x82&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;131&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;131&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x83&lt;br /&gt;
|TFTD ONLY, unknown.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets [[#23|[23]]]-[[#28|[28]]], etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset [[#78-79|[78-79]]]) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets [[#80|[80]]]-[[#85|[85]]]) causes stat and rank increases, and decreased health (offset [[#26|[26]]] - offset [[#13|[13]]]) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets [[#80|[80]]]-[[#85|[85]]]) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset [[#85|[85]]]) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets [[#80|[80]]]-[[#82|[82]]] or [[#84|[84]]]-[[#85|[85]]]; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   &amp;lt;strike&amp;gt;Offset of weapon from unit image?&amp;lt;/strike&amp;gt; &lt;br /&gt;
   &#039;&#039;Based on unit height and nothing else. There may be values to determine what arm sprites to use,&#039;&#039;&lt;br /&gt;
   &#039;&#039;but I doubt it.&#039;&#039;&lt;br /&gt;
   Firing sprite offset? &lt;br /&gt;
   &#039;&#039;Probably just based on unit height and some hardcoded values in the executable.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Inventory lockout?&amp;lt;/strike&amp;gt; &#039;&#039;All mind controlled units are locked out.&#039;&#039;&lt;br /&gt;
   Kneel lockout? &lt;br /&gt;
   &#039;&#039;Probably the same as above, I seem to remember that using XcomUtil to &amp;quot;swap sides&amp;quot; would make it&#039;&#039;&lt;br /&gt;
   &#039;&#039;possible to kneel small alien units.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Aliens seen?&amp;lt;/strike&amp;gt; &#039;&#039;Not used in unitref.dat, only in unitpos.dat. -[[User:Zombie|Zombie]] 23:48, 29 September 2006 (PDT)&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&amp;lt;/strike&amp;gt; &#039;&#039;Set according to unit type.&#039;&#039;&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 111 values.&lt;br /&gt;
   Unknown values (13 in total):&lt;br /&gt;
   [[#34|[034 / 0x22]]] - Always 0?&lt;br /&gt;
   [[#36|[036 / 0x24]]] - Always 0?&lt;br /&gt;
   [[#43|[043 / 0x2B]]] - Set to 1 on occasion, usually 0.&lt;br /&gt;
   [[#52|[052 / 0x34]]] - Seems to be a mirror of 48 / 0x30, the LOFTemp index for the unit.&lt;br /&gt;
   [[#71|[071 / 0x47]]] - Appears to relate to lighting caused by the unit, [[Talk:UNITREF.DAT#Offset_0x47|discussion here]].&lt;br /&gt;
   [[#74|[074 / 0x4A]]] - Appears to relate to the AI-mode used by the unit, [[Talk:UNITREF.DAT#Offset_0x4A_.2874.29|discussion here]].&lt;br /&gt;
   [[#75|[075 / 0x4B]]] - Always 0?&lt;br /&gt;
   [[#112|[112 / 0x70]]] - Set to 1 for some aliens, 0 otherwise.&lt;br /&gt;
   [[#119|[119 / 0x77]]] - No idea, possible bitfield, could be anything.&lt;br /&gt;
   [[#120|[120 / 0x78]]] - Unit bit flags, mainly re: mobility. Only one bit not 100% identified.&lt;br /&gt;
   [[#121|[121 / 0x79]]] - Second unit gets a value of 16. Everyone else gets 0. No obvious purpose.&lt;br /&gt;
   [[#122|[122 / 0x7A]]] - Always 0?&lt;br /&gt;
   [[#123|[123 / 0x7B]]] - Always 0?&lt;br /&gt;
   &lt;br /&gt;
   Know 1 TFTD value.   &lt;br /&gt;
   Unknown TFTD values (7 in total):&lt;br /&gt;
   [[#125|[125]]] [[#126|[126]]] [[#127|[127]]] [[#128|[128]]] [[#129|[129]]] [[#130|[130]]] [[#131|[131]]]&lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Starting_Stats&amp;diff=65992</id>
		<title>Starting Stats</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Starting_Stats&amp;diff=65992"/>
		<updated>2015-06-24T03:51:54Z</updated>

		<summary type="html">&lt;p&gt;Zombie: Updated to reflect Soldier Name Stats page discussion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raw recruits have the following possible statistics. Range (Min to Max), Number of possible values (Max-Min+1), and Percent chance of getting any one of those values (1/Values). Also, [[Experience#Regarding_Caps|caps]] are shown for your convenience:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;70%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;140&amp;quot;&amp;gt;Stat&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;45&amp;quot;&amp;gt;Min&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;45&amp;quot;&amp;gt;Max&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;45&amp;quot;&amp;gt;Values&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;45&amp;quot;&amp;gt;%ofOne&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;45&amp;quot;&amp;gt;MinCap&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;45&amp;quot;&amp;gt;MaxCap&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Notes&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Time Units]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.09%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;81&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Energy|Stamina/Energy]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.23%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;101&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Health]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;61&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Bravery]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16.67%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Only uses increments of 10.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Reactions]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.23%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;105&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Firing Accuracy]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.23%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;125&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Throwing Accuracy]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.23%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;125&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Strength]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.76%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;71&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Psionic Strength|Psi Strength]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;101&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.99%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Fixed for life, never changes.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Psionic Skill|Psi Skill]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11.11%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;105+&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Initially 0 (a.k.a. psi locked); values are for first [[Psionic_Laboratory|Psi Lab]] result.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Melee Accuracy]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.76%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;125&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Non-displayed skill; see text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:XcomStatsBarChart.png]]&lt;br /&gt;
&lt;br /&gt;
[[Experience#Primary Stats|Primary stats]] are Psi Skill, Firing Accuracy, Reactions, Throwing Accuracy, Bravery, and Melee Accuracy. [[Experience#Secondary Stats|Secondary stats]] are TUs, Stamina (a.k.a. Energy in combat), Health, and Strength. Secondaries increase whenever a Primary action is taken (except for Throwing). For more info, see [[Experience#How_Experience_Points_Are_Applied|Experience]]. [[Psionic Skill]] is the only value that can increase past its combat cap (via the [[Psionic Laboratory|Psi Lab]]). (In theory, a soldier can improve his Psi Skill to 255 with the Lab, at which point it [[Psionic Skill#Psi_Improvement_Strategies|wraps]] back to 0 - but this would take six years of game time.)&lt;br /&gt;
&lt;br /&gt;
All statistics are rolled randomly and independently. So if you only want recruits with 60 TUs, you will retain 1 out of 11 recruits (9%). If you only want ones with 60 TUs and 70 FA, you&#039;ll only keep 1 in 351 recruits (0.28%; 1/11 * 1/31). Et cetera.&lt;br /&gt;
&lt;br /&gt;
As discussed [[Energy|elsewhere]], &#039;&#039;&#039;initial&#039;&#039;&#039; TUs/3 (not total TUs after increases!) govern energy recovery on the battlefield. In other words, your raw recruit&#039;s TUs forever after determine how much energy they recover each combat turn. 50 recruit TUs means you recover 17 energy per combat turn; 60 TUs means you recover 20. This gives TUs more importance than you might expect, and makes 60 a pleasure to see.&lt;br /&gt;
&lt;br /&gt;
There are six sets of first and last names, each containing 20 first names and 20 last names. They are ostensibly American, British, French, German, Japanese, and Russian. Soldiers&#039; first and last names are randomly chosen from a single set; thus, there are 2,400 possible unique names (20x20x6). No differences due to nationality, names, etc., have been observed - all stats appear to be entirely random. In each of the six name sets, five of the first names are feminine and the other 15 male; thus, one fourth of all recruits are female. Being female has absolutely no effect on stats or anything else in the game, except for the obvious graphics differences and death sounds. For more detailed info on soldier names, see [[Soldier_Name_Stats|Soldier Name Stats]].&lt;br /&gt;
&lt;br /&gt;
The [[Melee Accuracy]] stat is not shown in displays anywhere but it increases (and secondaries, too) if you use the stun rod. The programmers appear to have put it on the back burner for XCOM, but it does get used more in TFTD.&lt;br /&gt;
&lt;br /&gt;
And now for some useless trivia:&lt;br /&gt;
&lt;br /&gt;
*If you tried to get a soldier who was best in every single stat (including psi strength = 100, but not including psi &amp;lt;i&amp;gt;skill&amp;lt;/i&amp;gt; because it&#039;s trained, nor the relatively worthless stats of throwing and melee) - given the number of possible values and resulting combinations these eight stats have (shown above), &lt;br /&gt;
&lt;br /&gt;
*You only expect to see the highest across the board in 1 in 66,725,166,816 soldiers (approx. 1 in 67 billion soldiers). This is actually the likelihood of getting any one particular combination, no matter what it is (who says we&#039;re not all unique?).&lt;br /&gt;
&lt;br /&gt;
*The current real world population is ~6.5 billion people.&lt;br /&gt;
&lt;br /&gt;
*Given the theoretical maximum screening rate of 1,000 soldiers per month (only 100 fit in the transfer queue at a time, they take 3 days to show up, so only 10 batches of 100 per month), &lt;br /&gt;
&lt;br /&gt;
*You would expect to come across such a soldier by 66,725,167 months (the above number divided by 1,000). &lt;br /&gt;
&lt;br /&gt;
*That&#039;s once every 5&amp;amp;frac12; million game years.&lt;br /&gt;
&lt;br /&gt;
And now, back to our regularly scheduled wiki.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Soldiers|Soldier Attributes]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
*[[Hiring/firing]]&lt;br /&gt;
*[[Soldier Name Stats|Soldier Names]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Weapon_Loadouts&amp;diff=65957</id>
		<title>Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Weapon_Loadouts&amp;diff=65957"/>
		<updated>2015-06-22T06:14:29Z</updated>

		<summary type="html">&lt;p&gt;Zombie: A little new info on byte 5.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{StdCenterTable}}&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;120&amp;quot; | [[Alien Rank]]&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 1E&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 2E&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 3E&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 4E&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 5E&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 1M&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 2M&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 3M&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 4M&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 5M&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 1L&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 2L&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 3L&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 4L&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 5L&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Small Scout&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| &amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PPC&amp;lt;/div&amp;gt;&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Medium Scout&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Large Scout&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Harvester&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Medic&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Leader&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Abductor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Medic&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Leader&lt;br /&gt;
| &amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PRC&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PP&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PP&amp;lt;/div&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Terror Ship&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Medic&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Leader&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Terrorist 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Terrorist 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Battleship&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Medic&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Leader&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Commander&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Terrorist 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Terrorist 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Supply Ship&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Medic&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Leader&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Base Missions&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Terrorist 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Terrorist 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Medic&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Leader&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Commander&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Mars 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Sectoid Soldiers&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Sectoid Leaders&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Sectoid Commander&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Cyberdiscs&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Mars 2&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Ethereal Soldiers&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Ethereal Leaders&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Ethereal Commander&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Chryssalids&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Silacoids&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Celatids&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Sectopods&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Table Key&#039;&#039;&#039;&lt;br /&gt;
:&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;Red entries indicate an error in loadout (mismatched clips and/or weapons).&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;E&#039;&#039;&#039; = Early&lt;br /&gt;
:&#039;&#039;&#039;M&#039;&#039;&#039; = Middle&lt;br /&gt;
:&#039;&#039;&#039;L&#039;&#039;&#039; = Late&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;PP&#039;&#039;&#039; = [[Plasma Pistol]]&lt;br /&gt;
:&#039;&#039;&#039;PPC&#039;&#039;&#039; = Plasma Pistol Clip&lt;br /&gt;
:&#039;&#039;&#039;PR&#039;&#039;&#039; = [[Plasma Rifle]]&lt;br /&gt;
:&#039;&#039;&#039;PRC&#039;&#039;&#039; = Plasma Rifle Clip&lt;br /&gt;
:&#039;&#039;&#039;HP&#039;&#039;&#039; = [[Heavy Plasma]]&lt;br /&gt;
:&#039;&#039;&#039;HPC&#039;&#039;&#039; = Heavy Plasma Clip&lt;br /&gt;
:&#039;&#039;&#039;SL&#039;&#039;&#039; = [[Small Launcher]]&lt;br /&gt;
:&#039;&#039;&#039;SB&#039;&#039;&#039; = Stun Bomb&lt;br /&gt;
:&#039;&#039;&#039;BL&#039;&#039;&#039; = [[Blaster Launcher]]&lt;br /&gt;
:&#039;&#039;&#039;BB&#039;&#039;&#039; = Blaster Bomb&lt;br /&gt;
:&#039;&#039;&#039;AG&#039;&#039;&#039; = [[Alien Grenade]]&lt;br /&gt;
:&#039;&#039;&#039;MP&#039;&#039;&#039; = [[Mind Probe]]&lt;br /&gt;
&lt;br /&gt;
(all weapons start loaded)&lt;br /&gt;
&lt;br /&gt;
DOS v1.4 data starts at byte 367014 in [[GEOSCAPE.EXE]]; entries are 21 bytes and correspond to the following (borrowed from [[User:Zombie|Zombie]]&#039;s post [http://www.strategycore.co.uk/forums/Alien-Loadouts-Of-Weapons-t6441.html&amp;amp;view=findpost&amp;amp;p=77795#entry77795 at StrategyCore]):&lt;br /&gt;
:&#039;&#039;&#039;00&#039;&#039;&#039;: Mission type (starts from 05 = Small Scout; goes to 15 (x0F) for Mars 2)&lt;br /&gt;
:&#039;&#039;&#039;01&#039;&#039;&#039;: Alien rank&lt;br /&gt;
:&#039;&#039;&#039;02&#039;&#039;&#039;: Base number of aliens on Beginner / Experienced&lt;br /&gt;
:&#039;&#039;&#039;03&#039;&#039;&#039;: Base number of aliens on Superhuman (Veteran / Genius is the average of these two)&lt;br /&gt;
:&#039;&#039;&#039;04&#039;&#039;&#039;: A random number from 0 to this number will be added to the above number of aliens&lt;br /&gt;
:&#039;&#039;&#039;05&#039;&#039;&#039;: Apparently this is a % chance the alien will spawn outside the craft, needs testing.&lt;br /&gt;
:&#039;&#039;&#039;06-10&#039;&#039;&#039; (x06-x0A): Early game loadout&lt;br /&gt;
:&#039;&#039;&#039;11-15&#039;&#039;&#039; (x0B-x0F): Mid game loadout&lt;br /&gt;
:&#039;&#039;&#039;16-20&#039;&#039;&#039; (x10-x14): Late game loadout&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Certain aliens are restricted from being certain ranks. For instance, Mutons are not allowed to be Medics, Leaders or Commanders. When the game populates a map, all of the ranks appropriate to the mission type and difficulty level are created regardless of the race type. The aliens will then be armed according to their rank. Finally the game will then demote any alien with a rank that is not allowed by its race. Demoted aliens will keep the weapons they are assigned prior to the demotion.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scoring&amp;diff=65933</id>
		<title>Scoring</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scoring&amp;diff=65933"/>
		<updated>2015-06-21T03:50:45Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Losing The Game */ Added equation and one spelling change. I hope it isn&amp;#039;t a regional spelling difference.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==X-COM Scoring==&lt;br /&gt;
X-COM&#039;s performance is measured by way of a score that accrues monthly and is used in part to make the decisions of the funding countries in both their council deliberations on the organisations success, and also when making their individual judgements to change funding levels.&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
X-COM receive points each time a UFO is destroyed or grounded. Note that if a UFO &#039;crashes&#039; (per Intercept popup) over the ocean, it only counts as &#039;grounded&#039; as the funding countries cannot be sure the aliens do not have the ability to repair craft and return from an underwater crash site, and there is no way to do a [[UFO Crash Recovery]] in the oceans to be sure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;UFO Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;UFO Destroyed&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;UFO Grounded&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Large Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;125&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Harvester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abductor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Supply Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Terror Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Battleship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, it is actually impossible to destroy a Supply Ship, Terror Ship or Battleship, unless you use a game editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X-COM lose points if one of their own craft are destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Craft Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Craft Destroyed&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Skyranger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Interceptor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Firestorm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lightning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-300&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Avenger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battlescape Missions===&lt;br /&gt;
During an X-COM battlescape mission, points can be gained or lost by the following actions.&lt;br /&gt;
&lt;br /&gt;
Note that if you abort the mission without completing it, you still get points for performing the actions below. Specifically, you have to kill aliens and/or drag stunned aliens, equipment, and/or [[Elerium-115|Elerium]] back to your ship (or base green area - NOT the red elevator area). Aliens that were killed in a UFO crash (already dead when you got there) do not count. (Briefly visiting a crash site, then dusting off, doesn&#039;t get you any points - you have to &amp;lt;i&amp;gt;do&amp;lt;/i&amp;gt; things to get points.)&lt;br /&gt;
&lt;br /&gt;
Also note that generally speaking, you get more points from Destroying small UFOs, than for Crashing them and then completing a ground mission. The reverse is true for large UFOs. (Compare Destroying vs. Grounding points vs. Points you can walk away from a Crash with.)&lt;br /&gt;
&lt;br /&gt;
However, the [[UFO Recovery Values|salvage value]] of UFOs may be of greatest importance -- and no equipment can be recovered from destroyed UFOs.  The greatest possible recovery value can be gotten from UFOs which are attacked after they land under their own power -- although that earns you no [[#Interception|Interception]] points.&lt;br /&gt;
&lt;br /&gt;
==== Mission Objectives ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Action&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Points&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Civilian killed by X-COM&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Civilian killed by Aliens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;X-COM soldier MIA&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;X-COM soldier killed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20*&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;HWP destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Civilian Saved&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Base destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This increases as the soldier gains rank and experience.&lt;br /&gt;
&lt;br /&gt;
==== Alien Casualties ====&lt;br /&gt;
X-COM receives point for capturing or killing an Alien during a battlescape mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Race/Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;70&amp;quot;&amp;gt;Killed&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th width=&amp;quot;70&amp;quot;&amp;gt;Captured*&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethereal Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethereal Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethereal Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muton Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muton Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muton Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaper&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chryssalid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silacoid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Celatid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectopod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cyberdisc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zombie&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, it is actually impossible to capture a live Sectopod or Cyberdisk.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; You will only receive 10 points for capturing any alien species + rank combo already in containment.  &#039;&#039;[[User:Ethereal Cereal|Ethereal Cereal]]: What about ones that have been researched &amp;amp; are no longer in containment? Needs more testing.&#039;&#039;  &#039;&#039;[[User:Tequilachef|tequilachef]]: I repeatedly got zero points for capturing Reapers while already having a bunch of them in containment, but not researched.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Recovery ====&lt;br /&gt;
Collection of [[Alien Artefacts]], corpses and craft parts also gains X-COM points. An &amp;quot;artefact&amp;quot; is   something you have yet to [[research]] that was carried by the aliens (weapons, ammo and [[Mind Probe]]). Once you research an artefact you no longer receive points for finding that item in future missions. This is a reason not to research alien weapons you likely won&#039;t use such as the [[Plasma Pistol]]. Items that spawn in the [[Battlescape]] (as opposed to alien inventories) continue to generate X-COM points after they have been researched.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Points&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Grenade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Blaster Bomb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heavy Plasma Clip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mind Probe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Pistol Clip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Rifle Clip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stun Bomb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Entertainment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Surgery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Celatid Corpse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chryssalid Corpse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cyberdisc Corpse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reaper Corpse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectopod Corpse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Silacoid Corpse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Rifle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Blaster Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elerium-115 (Per 50 units)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ethereal Corpse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floater Corpse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heavy Plasma&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muton Corpse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sectoid Corpse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Snakeman Corpse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;  &lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Power Source&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Evaluations ====&lt;br /&gt;
An evaluation on your total score is given at the end of each mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Ranking&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Score&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Excellent&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;501 or better&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Good&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;201 to 500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;OK&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 to 200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Poor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-199 to 0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Terrible&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-200 or worse&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
X-COM also receive points for the completion of research projects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Research Project&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Points&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Pistol Clip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Rifle Clip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heavy Plasma Clip&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Blaster Bomb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Laser Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heavy Laser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Rifle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Stun Bomb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Laser Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tank/Laser Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Grenade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Flying Suit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medi-Kit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Motion Scanner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Personal Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Suit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Psi-Amp&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Fusion Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Plasma Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fusion Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grav Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hovertank/Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hovertank/Plasma&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hyper-Wave Decoder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mind Probe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mind Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Plasma Rifle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Psi-Lab&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Abduction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Entertainment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Reproduction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30*&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Surgery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Heavy Plasma&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;New Fighter Craft (Firestorm)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;New Fighter-Transporter (Lightning)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Small Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Construction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO Propulsion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ultimate Craft (Avenger)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Blaster Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elerium-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Autopsies (Each)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Interrogations&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50**&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alien Origins&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cydonia or Bust&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Martian Solution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Alien Reproduction is normally not accessible (or researchable) during the game, but you can add one to your General Stores via hacking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; You receive 50 points for each new [[UFOpaedia]] entry generated by an alien interrogation.  A given alien can generate several UFOpaedia entries, or none at all.  (See [[Research#Researching aliens|Researching aliens]] for more information.)&lt;br /&gt;
&lt;br /&gt;
==Alien Scoring==&lt;br /&gt;
Aliens score points for various actions as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Alien Action&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;50&amp;quot;&amp;gt;Score&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Each UFO that flies over the Earth (per 30 mins)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Each UFO that lands (per 30 mins)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Each day an alien base exists on Earth (Per base)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;A terror mission in a remote area is performed successfully*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;A harvest mission is performed successfully*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;An abduction is performed successfully*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien base is built&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aliens sign a [[pact]] with a funding country&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;A city terror site is ignored by X-COM&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Notes on Alien Score===&lt;br /&gt;
* Success is counted each time an UFO takes off. If a single ufo lands multiple times, it will score each time it starts flying again including if disturbed by an unsuccessful X-COM mission.&lt;br /&gt;
* Successful Alien Research, Retaliation and Supply missions do not score any points for the aliens. &lt;br /&gt;
* The aliens&#039; score can be viewed by looking in the graphs menu. At the end of the month it is subtracted from X-COM&#039;s score to give the player&#039;s score for the month. It is reset at the end of each month just like the player&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Losing The Game==&lt;br /&gt;
&lt;br /&gt;
You can lose the game in the following ways:&lt;br /&gt;
&lt;br /&gt;
* If you are in debt over $1 million at the end of any month, after funding and maintenance has been calculated, the council will give you a warning. The warning they give about not going over $2 million in debt should presumably read $1 million. The 2nd time you are over $1 million in debt, the project is cancelled. However, there is a rather large bug. There is actually a check whether the &amp;quot;Has X-COM received a financial warning?&amp;quot; flag has been raised. If no, a warning is issued and the flag is raised. If yes, then the game ends, and the flag is lowered. HOWEVER, this flag is erroneously not connected to any particular savegame, it is global across all savegames. This allows strange results when saving and loading games.&lt;br /&gt;
* If you have two consecutive &amp;quot;bad&amp;quot; months in terms of score--&lt;br /&gt;
** &#039;&#039;&#039;-900&#039;&#039;&#039; (Beginner)&lt;br /&gt;
** &#039;&#039;&#039;-800&#039;&#039;&#039; (Experienced)&lt;br /&gt;
** &#039;&#039;&#039;-700&#039;&#039;&#039; (Veteran)&lt;br /&gt;
** &#039;&#039;&#039;-600&#039;&#039;&#039; (Genius)&lt;br /&gt;
** &#039;&#039;&#039;-500&#039;&#039;&#039; (Superhuman)&lt;br /&gt;
** The actual equation is Terminator= -900 + difficulty*100; where beginner is 0, experienced is 1, veteran is 2, genius is 3 and superhuman is 4.&lt;br /&gt;
* If all X-COM bases are captured by Aliens. (But you can stay in the game by starting a new base before your last base is captured - see [[Access_Lift|Access Lift]].)&lt;br /&gt;
* If you fail your attempt to destroy Cydonia!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[ALIEN.DAT]] - Where the aliens&#039; score is tracked&amp;lt;br&amp;gt;&lt;br /&gt;
[[XCOM.DAT]] - Where score from missions and interceptions is tracked&amp;lt;br&amp;gt;&lt;br /&gt;
[[UIGLOB.DAT]] - Where scores generated from research completion is stored&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: data tables]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:MCD&amp;diff=65898</id>
		<title>Talk:MCD</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:MCD&amp;diff=65898"/>
		<updated>2015-06-20T05:08:42Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Offset 38 (0x26) */ Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;52: Footstep sound effect.&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t log in because I don&#039;t have an account... yet. I looks like I was wrong on the arctic terrain, I thought it uses sand effect, but I checked it&#039;s actually normal (2).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I&#039;ve started writing a section on Terrain/Map Editing and the technical portion (the structure of the MCD files and so on) has been already presented here. Should I add the Terrain Editing material to this page or start a new one? [[User:Hobbes|Hobbes]] 19:39, 18 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I am wondering if we might not have a major restructuring of all this stuff. Instead of first &amp;quot;Under the Hood&amp;quot;, then &amp;quot;Game File Analysis&amp;quot;, and then on yet another link, &amp;quot;Saved Games&amp;quot;... I think these parts warrant enough attention (at least by many wiki regulars) that they have their own link off the main page, and then something like this structure:&lt;br /&gt;
&lt;br /&gt;
  Overviews&lt;br /&gt;
  (right here goes overviews of everything, then:)&lt;br /&gt;
    Main Programs And Data&lt;br /&gt;
    Savegame Files&lt;br /&gt;
  Specific Directories And Files&lt;br /&gt;
    Main Programs And Data&lt;br /&gt;
    Savegame Files&lt;br /&gt;
&lt;br /&gt;
Something like that... ANY suggestions welcome, but I think it&#039;s time to revamp the lot of it to show it&#039;s importance to many regulars, and leave places for overviews versus specific things.&lt;br /&gt;
&lt;br /&gt;
Edit: To answer you more specifically, Hobbes: Choose your place; a general place is fine for me. I think we should overhaul the whole structure. I think it&#039;s grown past its original little pecks and nibbles.&lt;br /&gt;
&lt;br /&gt;
What do the rest of you think? ---[[User:MikeTheRed|MikeTheRed]] 19:58, 18 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Sounds spiffy. --[[User:Danial|Danial]] 20:01, 18 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yup, I was planning on doing something like that later on... We&#039;ll have to do it a few times as we introduce more pages, in order to keep everything easy to find.&lt;br /&gt;
&lt;br /&gt;
--[[User:Bomb Bloke|Bomb Bloke]] 20:59, 18 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
== Offsets 22-29 / 0x16-0x1D ==&lt;br /&gt;
&lt;br /&gt;
They seem to be the same as 2-9 bytes of UnitRef table. After MCD loading they are filled with pointers to appropriate pck/tab.&lt;br /&gt;
&lt;br /&gt;
  v60 = &amp;amp;a_mcd_data[result];&lt;br /&gt;
  v60-&amp;gt;field_1A_pck = a_TileSet_Catalog[v_BF_Tileset_Cnt].pck;&lt;br /&gt;
  v60-&amp;gt;field_16_tab = a_TileSet_Catalog[v_BF_Tileset_Cnt].tab;&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found this the same way as for unit pck/tab pointers.&lt;br /&gt;
--[[User:Volutar|Volutar]] 14:27, 21 February 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Offset 47 / 0x2F ==&lt;br /&gt;
&lt;br /&gt;
It is set to 1 when the MCD data is used as an opened door tile type. It is only set at runtime when a door is opened. Since MCD data is not saved, this explains the door jam bug that makes the doors stay opened when you reload. You can test that on the medium scout ship: if you open the door to the central reactor room and save/reload, the door will stay stuck. If you now open a door of the same type (and same orientation) and end the turn, the door to the reactor chamber will be closed again on the next turn. [[User:Seb76|Seb76]] 14:18, 13 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Offset 51 / 0x33 ==&lt;br /&gt;
&lt;br /&gt;
Who said this is LIGHT block?&lt;br /&gt;
Game uses this field in calculations of explosion wave permeability, so it apparently should be called &amp;quot;explosion block&amp;quot;&lt;br /&gt;
Function at address .text:00417F40 refers to this field and to the table (dimensions is 11x17: 11 block values for 17 levels of intensity) at .data:0046C45C. This function is used for calculation of how much explosion will come from x/y/z to its neighbour x1/y1.&lt;br /&gt;
--[[User:Volutar|Volutar]] 14:28, 15 April 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
It&#039;s not that easy as it meets the eye. This function (using field 51) works only for second chained explosion. It doesn&#039;t create lot of smoke comparing to original and first chained explosions...&lt;br /&gt;
&lt;br /&gt;
Does anyone have particular observation of such &#039;&#039;non standard&#039;&#039; explosions behaviour?&lt;br /&gt;
--[[User:Volutar|Volutar]] 05:55, 16 April 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
This field indeed was ment to be used for lighing calculation (they were using same function for explosion field calculation and for lighting). But they calceled use of this function for light blocking, I dont know why, maybe its results wasn&#039;t very good. Still they&#039;ve left this &amp;quot;lighting&amp;quot; function and it is used after first chained explosion (original, chained1,(enabling!), chained2, chained3, etc). Results are quite unpredictable, since intensivity more than 16 cause getting out of bounds. If you manage to get to this second chained explosion you may notice it looks weird.&lt;br /&gt;
 &lt;br /&gt;
 void DoExplosion(x,y,z,intens,radius)&lt;br /&gt;
 {&lt;br /&gt;
   isExplosion=1;&lt;br /&gt;
   ClearChainedExplBuffer();&lt;br /&gt;
   CalcExplosionLightMap(x,y,z,intense,radius); //&amp;lt;--- depending on isExplosion it calculates damage field or lighting&lt;br /&gt;
   ApplyExplosionDamage(); //&amp;lt;--- adds chained, if something with flag &amp;quot;HE&amp;quot; got exploded&lt;br /&gt;
   while(!ChainedExplosionsEOF())&lt;br /&gt;
   { &lt;br /&gt;
     GetNextChainedExplosion(&amp;amp;x,&amp;amp;y,&amp;amp;z,&amp;amp;intense,&amp;amp;radius)&lt;br /&gt;
     CalcExplosionLightMap(x,y,z,intense,radius);&lt;br /&gt;
     ApplyExplosionDamage(); &lt;br /&gt;
     isExplosion=0; /// &amp;lt;--- WHY??? Obviously a bug&lt;br /&gt;
   }&lt;br /&gt;
   isExplosion=0;&lt;br /&gt;
 }&lt;br /&gt;
BTW, there are only 50 chained explosions possible, 51th won&#039;t explode.&lt;br /&gt;
--[[User:Volutar|Volutar]] 06:41, 16 April 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MCDedit ==&lt;br /&gt;
&lt;br /&gt;
Urgh. MCDedit and support files are gone. Anyone want to put it somewhere more ... permanent? Strategycore files section, for example?&lt;br /&gt;
[[User:Knan|Knan]] 21:25, 13 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s been in StrategyCore&#039;s files section for &amp;lt;b&amp;gt;years&amp;lt;/b&amp;gt; now. [http://www.strategycore.co.uk/files/index.php?dlid=415 Clicky]. :) --[[User:Zombie|Zombie]] 21:52, 13 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Right. Only went looking in the Editors section, Maps didn&#039;t register on the radar. --[[User:Knan|Knan]] 17:47, 14 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ground with TUs = 0 ==&lt;br /&gt;
&lt;br /&gt;
There are at least 2 ground tiles which consumes 0 TUs to walk through them.&lt;br /&gt;
Interesting thing, that pathfinder deny walk directly on them, you can only walk &#039;&#039;through&#039;&#039;.&lt;br /&gt;
These are 6 and 7 tiles in U_BITS tileset.&lt;br /&gt;
--[[User:Volutar|Volutar]] 08:02, 12 October 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 38 (0x26) ==&lt;br /&gt;
&lt;br /&gt;
  Zombie: Defined as &amp;quot;printype&amp;quot;; 3=whole, 2=right side, 1=left side.&lt;br /&gt;
  Since this is always 3 the game prints the entire object, while the assumption is that&lt;br /&gt;
  values of 2 or 1 are possibly used for the map designer.&lt;br /&gt;
&lt;br /&gt;
Where is it &amp;quot;defined&amp;quot;? It&#039;s not used in the game code AT ALL. There is no check whether it 3,2 or 1.&lt;br /&gt;
What map designer do you mean?&lt;br /&gt;
&lt;br /&gt;
I seems to me as just a fantasy.&lt;br /&gt;
--[[User:Volutar|Volutar]] ([[User talk:Volutar|talk]]) 10:34, 19 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Before you accuse me of being delusional or making stuff up, consider that I am working directly off of dev comments from part of the ACTUAL C code from UFO which I received recently. It&#039;s commented in there plain as day. Whether it is actually used in-game anymore is not a earth shattering concern - providing explanations to the remaining unknowns is what I&#039;m after. The burden of proof lies in testing or code digging to see if it is used or not. (You are more than welcome to provide any additional information you can find out). And before this discussion degrades into a &amp;quot;but you only have it, I can&#039;t trust you unless I can see it myself&amp;quot; issue, no, you may not get the C code until I can get it cleared through 2K/Firaxis. --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 01:08, 20 June 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SMOKREF.DAT&amp;diff=65881</id>
		<title>SMOKREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SMOKREF.DAT&amp;diff=65881"/>
		<updated>2015-06-18T06:07:55Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Structure */ Minor additions, etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SMOKEREF.DAT&#039;&#039;&#039; contains 400 records of 9 values of one byte each for a total of 3600 bytes.&lt;br /&gt;
&lt;br /&gt;
There are a total of 12 sprites available for displaying smoke. Any given patch will animate through 4 consecutive sprites. The first sprite is (int)(smokeref[3] / 6 + 8) in [[SMOKE.PCK]].&lt;br /&gt;
&lt;br /&gt;
That is to say, if the smoke is due to last for less then six turns, smoke sprites 0 to 3 will be used. If the smoke is due to last less the twelve but more then five turns, sprites 1 to 4 will be used, and so forth. &lt;br /&gt;
&lt;br /&gt;
This allows for nine different densities of &#039;&#039;displayable&#039;&#039; smoke. If the smoke is due to last fifty four or more turns, however, then [[rank]] badges will be included in the smoke animation. Values higher still will include bullet animations.&lt;br /&gt;
&lt;br /&gt;
Smoke hinders vision according to a similar formula - (int)(smokeref[3] / 3). That is to say, take a cloud&#039;s &amp;quot;time to live&amp;quot;, divide that by three and round the result down: This tells you how many tiles it chops off your effective range. &lt;br /&gt;
&lt;br /&gt;
For example, say there are ten clouds with a TTL of 1 directly between you and your target. In this scenario, they won&#039;t affect your vision at all (1/3 rounded down = 0). But if they each have a TTL of 8, they&#039;ll each require you to move closer by two tiles (8/3 rounded down = 2) - removing 20 tiles from your visibility range!&lt;br /&gt;
&lt;br /&gt;
Because the formula for what you see on the screen doesn&#039;t match the formula for how smoke obscures vision, it&#039;s impossible to tell a cloud&#039;s effect just by looking at it. For example, a cloud with a TTL of 7 will look the same as a cloud with a TTL of 10 - But the first cloud will only remove two tiles from your vision, whereas the second removes three.&lt;br /&gt;
&lt;br /&gt;
Smoke clouds will drift around the battlescape and merge with others (effectively making them denser), though the rules for how are currently unknown. Summed up simply this means that smoke grenades are most likely more effective a few turns after they actually go off.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
* &#039;&#039;&#039;0:&#039;&#039;&#039; Y position of smoke/fire.&lt;br /&gt;
* &#039;&#039;&#039;1:&#039;&#039;&#039; X position of smoke/fire.&lt;br /&gt;
* &#039;&#039;&#039;2:&#039;&#039;&#039; Z position of smoke/fire.&lt;br /&gt;
* &#039;&#039;&#039;3:&#039;&#039;&#039; Time smoke will last (also used as density). AKA &amp;quot;Intensity&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;4:&#039;&#039;&#039; Time fire will last. AKA &amp;quot;Age&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;5:&#039;&#039;&#039; Number of smoke patches overlapped (used only in runtime). Called &amp;quot;justspread&amp;quot;; 0=hasn&#039;t spread recently otherwise intensity of new spread.&lt;br /&gt;
* &#039;&#039;&#039;6:&#039;&#039;&#039; Fire or smoke? &lt;br /&gt;
** 0 Empty&lt;br /&gt;
** 1 Fire&lt;br /&gt;
** 2 Smoke&lt;br /&gt;
** 3-6 Gas (probably unused)&lt;br /&gt;
* &#039;&#039;&#039;7:&#039;&#039;&#039; Visibility flag. Note that smoke still won&#039;t be rendered unless the tile it&#039;s in is also visible.&lt;br /&gt;
* &#039;&#039;&#039;8:&#039;&#039;&#039; Animation frame offset. Set at random, to break tile pattern in cloud of smoke. Ranges from 0 to 3. (My game description has values 0-4, not sure if 4 is used or not).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
* [[Saved_Game_Files#Battlescape_Files|Battlescape Files]]&lt;br /&gt;
* [[Smoke and Fire]]&lt;br /&gt;
* [[Smoke Grenade]]&lt;br /&gt;
* [[SMOKBIT.DAT]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=OBDATA.DAT&amp;diff=65880</id>
		<title>OBDATA.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=OBDATA.DAT&amp;diff=65880"/>
		<updated>2015-06-18T04:52:38Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Structure */ Some new info, described some fields to better match game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;OBDATA.DAT&#039;&#039;&#039; is found in GEODATA and contains general information on objects found in the game, such as their accuracy and weight. It also contains template information regarding clip size; to hack dynamic [[Battlescape]] info on the number of rounds left in a particular item in play (or it&#039;s location etc), see [[OBPOS.DAT]].&lt;br /&gt;
&lt;br /&gt;
There are 80 records, each of which are 54 bytes long (a total of 4,320 bytes).&lt;br /&gt;
&lt;br /&gt;
There are 33 entries for corpses (or otherwise destroyed robots and vehicles), four per large unit, one per small unit. Furthermore there are 41 &amp;quot;object&amp;quot; entries (weapons etc) and 6 obsolete/unused entries (mostly unusable, and without valid name pointers in the executable).&lt;br /&gt;
&lt;br /&gt;
Values are presented in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;, according to the offsets in each record (0 to 53).&lt;br /&gt;
&lt;br /&gt;
Note: If you hack OBDATA, you can have the game reload the data by entering or exiting the battlescape mode. This is true for the DOS version of X-Com (which switches between executables at these points), but the WinCE version may need to be entirely restarted.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;0-19[0x0~0x13]:&amp;lt;/b&amp;gt; Name of object. Delimited by a null character. These are internal names... they all make sense, but are not the standardized names displayed in the game. Names and IDs (reference lookup numbers, including within OBDATA - see e.g. [26] to [28]):&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Index !! Object !! Index !! Object !! Index !! Object&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;00/x00&amp;lt;/b&amp;gt; || PISTOL || &amp;lt;b&amp;gt;27/x1B&amp;lt;/b&amp;gt; || Flare || &amp;lt;b&amp;gt;54/x36&amp;lt;/b&amp;gt; || Floater Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;01/x01&amp;lt;/b&amp;gt; || PISTOL CLIP || &amp;lt;b&amp;gt;28/x1C&amp;lt;/b&amp;gt; || empty || &amp;lt;b&amp;gt;55/x37&amp;lt;/b&amp;gt; || Celatid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;02/x02&amp;lt;/b&amp;gt; || RIFLE || &amp;lt;b&amp;gt;29/x1D&amp;lt;/b&amp;gt; || empty || &amp;lt;b&amp;gt;56/x38&amp;lt;/b&amp;gt; || Silacoid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;03/x03&amp;lt;/b&amp;gt; || RIFLE CLIP || &amp;lt;b&amp;gt;30/x1E&amp;lt;/b&amp;gt; || empty || &amp;lt;b&amp;gt;57/x39&amp;lt;/b&amp;gt; || Chryssalid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;04/x04&amp;lt;/b&amp;gt; || HEAVY CANNON || &amp;lt;b&amp;gt;31/x1F&amp;lt;/b&amp;gt; || CORPSE || &amp;lt;b&amp;gt;58/x3A&amp;lt;/b&amp;gt; || reaper corpse 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;05/x05&amp;lt;/b&amp;gt; || CANNON AP-AMMO || &amp;lt;b&amp;gt;32/x20&amp;lt;/b&amp;gt; || CORPSE &amp;amp; ARMOUR || &amp;lt;b&amp;gt;59/x3B&amp;lt;/b&amp;gt; || reaper corpse 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;06/x06&amp;lt;/b&amp;gt; || CANNON HE-AMMO || &amp;lt;b&amp;gt;33/x21&amp;lt;/b&amp;gt; || CORPSE &amp;amp; POWER SUIT || &amp;lt;b&amp;gt;60/x3C&amp;lt;/b&amp;gt; || reaper corpse 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;07/x07&amp;lt;/b&amp;gt; || CANNON I-AMMO || &amp;lt;b&amp;gt;34/x22&amp;lt;/b&amp;gt; || Heavy Plasma || &amp;lt;b&amp;gt;61/x3D&amp;lt;/b&amp;gt; || reaper corpse 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;08/x08&amp;lt;/b&amp;gt; || AUTO-CANNON || &amp;lt;b&amp;gt;35/x23&amp;lt;/b&amp;gt; || Heavy Plasma Clip || &amp;lt;b&amp;gt;62/x3E&amp;lt;/b&amp;gt; || cyber 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;09/x09&amp;lt;/b&amp;gt; || AUTO-CANNON AP-AMMO || &amp;lt;b&amp;gt;36/x24&amp;lt;/b&amp;gt; || Plasma Rifle || &amp;lt;b&amp;gt;63/x3F&amp;lt;/b&amp;gt; || cyber 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;10/x0A&amp;lt;/b&amp;gt; || AUTO-CANNON HE-AMMO || &amp;lt;b&amp;gt;37/x25&amp;lt;/b&amp;gt; || Plasma Rifle Clip || &amp;lt;b&amp;gt;64/x40&amp;lt;/b&amp;gt; || cyber 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;11/x0B&amp;lt;/b&amp;gt; || AUTO-CANNON I-AMMO || &amp;lt;b&amp;gt;38/x26&amp;lt;/b&amp;gt; || Plasma Pistol || &amp;lt;b&amp;gt;65/x41&amp;lt;/b&amp;gt; || cyber 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;12/x0C&amp;lt;/b&amp;gt; || ROCKET LAUNCHER || &amp;lt;b&amp;gt;39/x27&amp;lt;/b&amp;gt; || Plasma Pistol Clip || &amp;lt;b&amp;gt;66/x42&amp;lt;/b&amp;gt; || secto 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;13/x0D&amp;lt;/b&amp;gt; || SMALL ROCKET || &amp;lt;b&amp;gt;40/x28&amp;lt;/b&amp;gt; || BLASTER LAUNCHER || &amp;lt;b&amp;gt;67/x43&amp;lt;/b&amp;gt; || secto 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;14/x0E&amp;lt;/b&amp;gt; || LARGE ROCKET || &amp;lt;b&amp;gt;41/x29&amp;lt;/b&amp;gt; || BLASTER BOMB || &amp;lt;b&amp;gt;68/x44&amp;lt;/b&amp;gt; || secto 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;15/x0F&amp;lt;/b&amp;gt; || INCENDIARY ROCKET || &amp;lt;b&amp;gt;42/x2A&amp;lt;/b&amp;gt; || SMALL LAUNCHER || &amp;lt;b&amp;gt;69/x45&amp;lt;/b&amp;gt; || secto 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;16/x10&amp;lt;/b&amp;gt; || LASER PISTOL || &amp;lt;b&amp;gt;43/x2B&amp;lt;/b&amp;gt; || STUN MISSILE || &amp;lt;b&amp;gt;70/x46&amp;lt;/b&amp;gt; || hover 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;17/x11&amp;lt;/b&amp;gt; || LASER GUN || &amp;lt;b&amp;gt;44/x2C&amp;lt;/b&amp;gt; || ALIEN GRENADE || &amp;lt;b&amp;gt;71/x47&amp;lt;/b&amp;gt; || hover 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;18/x12&amp;lt;/b&amp;gt; || HEAVY LASER || &amp;lt;b&amp;gt;45/x2D&amp;lt;/b&amp;gt; || ELERIUM-115 || &amp;lt;b&amp;gt;72/x48&amp;lt;/b&amp;gt; || hover 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;19/x13&amp;lt;/b&amp;gt; || GRENADE || &amp;lt;b&amp;gt;46/x2E&amp;lt;/b&amp;gt; || MIND PROBE || &amp;lt;b&amp;gt;73/x49&amp;lt;/b&amp;gt; || hover 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;20/x14&amp;lt;/b&amp;gt; || SMOKE GRENADE || &amp;lt;b&amp;gt;47/x2F&amp;lt;/b&amp;gt; || &amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt; || &amp;lt;b&amp;gt;74/x4A&amp;lt;/b&amp;gt; || TANK1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;21/x15&amp;lt;/b&amp;gt; || PROXIMITY GRENADE || &amp;lt;b&amp;gt;48/x30&amp;lt;/b&amp;gt; || &amp;gt;&amp;gt; empty &amp;lt;&amp;lt; || &amp;lt;b&amp;gt;75/x4B&amp;lt;/b&amp;gt; || TANK 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;22/x16&amp;lt;/b&amp;gt; || HIGH EXPLOSIVE || &amp;lt;b&amp;gt;49/x31&amp;lt;/b&amp;gt; || &amp;gt;&amp;gt; empty &amp;lt;&amp;lt; || &amp;lt;b&amp;gt;76/x4C&amp;lt;/b&amp;gt; || TANK 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;23/x17&amp;lt;/b&amp;gt; || MOTION SCANNER || &amp;lt;b&amp;gt;50/x32&amp;lt;/b&amp;gt; || Sectoid Corpse || &amp;lt;b&amp;gt;77/x4D&amp;lt;/b&amp;gt; || TANK 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;24/x18&amp;lt;/b&amp;gt; || MEDI-KIT || &amp;lt;b&amp;gt;51/x33&amp;lt;/b&amp;gt; || Snakeman Corpse || &amp;lt;b&amp;gt;78/x4E&amp;lt;/b&amp;gt; || CIVM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;25/x19&amp;lt;/b&amp;gt; || PSI-AMP || &amp;lt;b&amp;gt;52/x34&amp;lt;/b&amp;gt; || Ethereal Corpse || &amp;lt;b&amp;gt;79/x4F&amp;lt;/b&amp;gt; || CIVF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;26/x1A&amp;lt;/b&amp;gt; || STUN ROD || &amp;lt;b&amp;gt;53/x35&amp;lt;/b&amp;gt; || Muton Corpse || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The names as displayed in battle are stored in [[ENGLISH2.DAT]], [[FRENCH2.DAT]] and [[GERMAN2.DAT]], hence allowing them to appear in multiple languages. The exact pointers as to which item has which name are stored in [[TACTICAL.EXE]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20[0x14]:&#039;&#039;&#039; [[BIGOBS.PCK]] reference (pointer to graphic for inventory)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21[0x15]:&#039;&#039;&#039; [[FLOOROB.PCK]] reference (pointer to graphic for item on ground)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22[0x16]:&#039;&#039;&#039; Average Weapon Strength (Same as seen in [[UFOpaedia]]). For clip based weapons, this applies to the clip and &#039;&#039;not&#039;&#039; the weapon itself. Also note that if set to 0 the weapon will still &amp;quot;shoot&amp;quot; and the shot can still &amp;quot;hit&amp;quot;, registering with the hit counter at [[UNITREF.DAT]][81] and making an easy way to avoid any damage while testing (if so desired).&lt;br /&gt;
&lt;br /&gt;
Note that a (non-explosive) weapon will hit for between 0 and this*2 damage with each shot. For example, if you set it to 100, the weapon will deal between 0 and 200 points each time it is fired.&lt;br /&gt;
&lt;br /&gt;
For information on hacking explosives vs. their blast diameters and strength, see [[Explosions#Playing_With_Fire|this]]. It includes what happens if you change the Stun Bomb to HE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23[0x17]:&#039;&#039;&#039; Display priority for when items are in a stack. The highest value here determines which will be rendered in the battlescape. In the case of a tie, the lowest ObPos record number wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24[0x18]:&#039;&#039;&#039; Inventory X Size (width)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25[0x19]:&#039;&#039;&#039; Inventory Y Size (height)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26-28[0x1A~1C]:&#039;&#039;&#039; Look-up within OBDATA for ammo this weapon uses. Up to three types possible; 255 for no (more) ammo. Note that ammo always directly follows its weapon in this file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29[0x1D]:&#039;&#039;&#039; [[HANDOB.PCK]] Image of item when held in a units&#039;s hands in the battlescape view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30[0x1E]:&#039;&#039;&#039; Often corresponds to 29, but does not appear to be used. Called &amp;quot;graphics type firing&amp;quot; by the game. Is this the shot graphic to use for the weapon?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31[0x1F]:&#039;&#039;&#039; Ammo Damage Type&lt;br /&gt;
   0 AP&lt;br /&gt;
   1 IN&lt;br /&gt;
   2 HE&lt;br /&gt;
   3 Laser&lt;br /&gt;
   4 Plasma&lt;br /&gt;
   5 Stun&lt;br /&gt;
   6 Melee&lt;br /&gt;
   7 Acid Spit (from [[Celatid]])&lt;br /&gt;
 255 &#039;&#039;Not Ammo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32[0x20]:&#039;&#039;&#039; Accuracy, Auto&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33[0x21]:&#039;&#039;&#039; Accuracy, Snap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34[0x22]:&#039;&#039;&#039; Accuracy, Aimed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Percent TUs are rounded down (truncated). In an extreme case, if you hack [[UNITREF.DAT]][25] (Base TUs) to 199 and Percent TUs to 1, you will need 1 TU to fire the weapon (and can make 199 shots per turn). Or to really make things interesting, set Base TUs to 99 and Percent TUs to 1 - now it takes &#039;&#039;&#039;zero&#039;&#039;&#039; TUs! Also, it relies on Base TUs, not current TUs, so if you e.g. put Base TUs at 99, Percent TUs at 1 (0 TUs per shot), and Current TUs at 255, you still get 255 TUs, with 0 TUs per shot, for the turn you load that savegame - excellent if you plan on reloading it for each round of testing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Don&#039;t set Percent TUs to 0. If you do, the object is no longer considered a weapon, and can only be thrown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35[0x23]:&#039;&#039;&#039; Percent TUs Used, Auto&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36[0x24]:&#039;&#039;&#039; Percent TUs Used, Snap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37[0x25]:&#039;&#039;&#039; Percent TUs Used, Aimed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38[0x26]:&#039;&#039;&#039; Primary use: Clip Size (for ammo; see [49]). Secondary use: Melee weapon strength, as follows:&lt;br /&gt;
&lt;br /&gt;
   0 All Corpses/Electroflare/Mind probe&lt;br /&gt;
   8 Pistol&lt;br /&gt;
  65 Stun Rod&lt;br /&gt;
  10 &#039;&#039;Everything else...&#039;&#039;&lt;br /&gt;
Tertiary use: Turn detonation condition for &amp;quot;grenade&amp;quot; objects, but is otherwise unused. If the Grenade ([44]) and the &#039;is ammo?&#039; ([49]) fields are set to true, this will create an explosive that is pre-armed to go off at a turn designated by this field. A side effect is that the grenade object will show an ammo count with this field&#039;s value. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;39[0x27]:&#039;&#039;&#039; Melee damage type&lt;br /&gt;
   0 AP&lt;br /&gt;
   1 IN&lt;br /&gt;
   2 HE&lt;br /&gt;
   3 Laser or Gauss&lt;br /&gt;
   4 Plasma or Sonic&lt;br /&gt;
   5 Stun&lt;br /&gt;
   6 TFTD vibroblade damage (does not appear to be used in UFO)&lt;br /&gt;
   7 TFTD Electric damage (Bio Drone?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;40[0x28]:&#039;&#039;&#039; Melee Accuracy. Zombie [http://www.strategycore.co.uk/forums/topic/746-damage-modifiers-for-aliens/page__st__160#entry70596 found] that changing this does not change the Stun Rod&#039;s 100% accuracy (nor does changing soldier Melee Accuracy). Thus the Stun Rod appears to be hard-wired to 100% for UFO, but in TFTD it is a valid and effective variable. (TFTD uses much more melee than UFO.)&lt;br /&gt;
   0 All Corpses&lt;br /&gt;
   0 Electroflare&lt;br /&gt;
   0 Plasma Weapon Clips&lt;br /&gt;
 100 &#039;&#039;Everything else...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;41[0x29]:&#039;&#039;&#039; TU% cost when attacking as a melee weapon&lt;br /&gt;
  50 Most objects&lt;br /&gt;
  30 Stun rod&lt;br /&gt;
  40 TFTD thermal tazer&lt;br /&gt;
  10 Vibroblade&lt;br /&gt;
  15 Thermal lance&lt;br /&gt;
  20 Heavy thermal Lance&lt;br /&gt;
   0 All Corpses&lt;br /&gt;
   0 Electroflare&lt;br /&gt;
   0 Plasma Weapon Clips&lt;br /&gt;
&lt;br /&gt;
So a summary of 39 to 41 looks like this:&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;u&amp;gt;39&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;40&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;41&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Objects&amp;lt;/u&amp;gt;&lt;br /&gt;
    0    0    0   All Corpses/Plasma Pistol Clip&lt;br /&gt;
    5  100   30   Stun Rod&lt;br /&gt;
    8    0    0   Plasma Rifle Clip/Heavy Plasma Clip/Electroflare&lt;br /&gt;
    9  100   50   Pistol/Pistol Clip&lt;br /&gt;
 &lt;br /&gt;
    8  100   50   &#039;&#039;Everything else...&#039;&#039; (34 objects)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;42[0x2A]:&#039;&#039;&#039; Explosive strength needed to [[Explosions#Object_Destruction|destroy object]]. AKA &amp;quot;Constitution&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;43[0x2B]:&#039;&#039;&#039; [[Item Weight]], used for both throwing and encumbrance purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;44[0x2C]:&#039;&#039;&#039; Grenade Type&lt;br /&gt;
 1   Standard explosive grenade&lt;br /&gt;
 2   Proximity Grenade&lt;br /&gt;
 3   Smoke Grenade&lt;br /&gt;
 4-7 Gas - probably unused.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;45[0x2D]:&#039;&#039;&#039; Value (or &amp;quot;priority&amp;quot;) to the AI of picking up this weapon.  &lt;br /&gt;
&lt;br /&gt;
This field used as AI &amp;quot;worth to take&amp;quot; estimation flag, and only when it&#039;s &amp;gt;5. By accident or by design, it was not implemented. However this can be easily implemented by setting values above 5. This would have the benefit of making Aliens smarter after they lose their weapons or run out of ammo. See the talk section of this page: [[Talk:OBDATA.DAT#Field_0x2D_.2845.29]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;46[0x2E]:&#039;&#039;&#039; Boolean: Is Weapon That Shoots? (AKA Is Ranged Weapon)?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;47[0x2F]:&#039;&#039;&#039; Boolean: Is Weapon? (AKA Close Combat Weapon)?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;48[0x30]:&#039;&#039;&#039; Boolean: Is Non-Waypoint Weapon? (AKA Is Ranged Combat Weapon)?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;49[0x31]:&#039;&#039;&#039; Boolean: Is Ammo?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;50[0x32]:&#039;&#039;&#039; Boolean: Is Two-Handed Weapon? (AKA Is Large Weapon/Object)?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;51[0x33]:&#039;&#039;&#039; Boolean: Is Blaster Launcher? (AKA Weapon Fires Guided Missile)?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;52[0x34]:&#039;&#039;&#039; Boolean: Is Alien? (AKA Is Alien Artefact)?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;53[0x35]:&#039;&#039;&#039; [[Scoring]] points (except for Elerium which works per 50 units). (AKA Victory Points for recovery).&lt;br /&gt;
&lt;br /&gt;
==Extra Notes==&lt;br /&gt;
===Unique Objects=== &lt;br /&gt;
&lt;br /&gt;
Certain unique objects have &amp;quot;unique&amp;quot; features that are assigned to them. These are: &lt;br /&gt;
&lt;br /&gt;
* Motion Scanner - can access motion scanner panel &lt;br /&gt;
* Medikit - brings up medikit panel &lt;br /&gt;
* Flare - will cast light around its object if on ground whenever the light level of the map is updated, such as when throwing a flare or when walking.&lt;br /&gt;
* Stun Rod - only weapon that can access its melee attack &lt;br /&gt;
* Mind Probe - can probe enemies &lt;br /&gt;
* Psi Amp - can access two different psi attacks&lt;br /&gt;
* Elerium - adds 50 units of elerium to storage at end of battle &lt;br /&gt;
&lt;br /&gt;
TFTD&#039;s equivalents are same but also add the three drill weapons as melee weapons. &lt;br /&gt;
&lt;br /&gt;
These properties are not configured in obdata.dat, but are instead defined by the game executable. Copying the stun rod info to a different record number results in an item which can&#039;t be used to zap things.&lt;br /&gt;
&lt;br /&gt;
One way around the melee command limitation is to stack two or more items in your soldiers hands (via hacking) - The action menu will then display a combination of both items abilities. This allows you to bludgeon things with a plasma rifle (for example). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons=== &lt;br /&gt;
&lt;br /&gt;
Laser weapons use no clips, but can still be fired. To give similar properties to other weapons you must remove their ammo type indexes (set offsets [26]-[28] to 255), give the weapon a valid damage type (set offset [31] to a value from 0-7), and give the weapon a power rating (set offset [22] to the average you want the weapon to deal). All the usual flags for standard firearms apply. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grenades=== &lt;br /&gt;
&lt;br /&gt;
Grenades are similar to laser weapons in that the object&#039;s power (offset[22]) and damage type (offset[31]) must be set. In addition, to complete the object as a grenade, the Grenade type (offset[44]) must also be set to standard (1), proximity (2) or smoke (3) in order for the item to be turned into an object that can be primed. &lt;br /&gt;
&lt;br /&gt;
Be aware that regardless of the damage type entered, it will default to HE. &lt;br /&gt;
&lt;br /&gt;
Any object that&#039;s not functioning as a gun or as ammo can be turned into a grenade of some description. &lt;br /&gt;
&lt;br /&gt;
Note that if you set the Is Ammo? (offset[49]) field to true, the grenade will be pre-armed at the start of the battle to explode after the turn specified in offset[38], which is normally used for ammo count or melee attack strength. The grenade will also gain an ammo-count display on it with the value in offset[38].&lt;br /&gt;
&lt;br /&gt;
One practical application of this is to create exploding elerium pods that will explode after a pre-set number of turns. For example, setting offset[38] to 40, and by the time you reach turn 20, any elerium pods that have not been destroyed or picked up will explode. Set the damage to strength to something insignificant like 1 to let them wink out of existence, or up to 255 for violent explosions.&lt;br /&gt;
&lt;br /&gt;
===Guided Weapons===&lt;br /&gt;
&lt;br /&gt;
The flag in Offset[51] controls whether the object fires a way-point guided projectile. Projectiles fired by this weapon will also default to HE damage. &lt;br /&gt;
&lt;br /&gt;
Once set, the flag overrides various obdata.dat settings. Firing costs will default to 60% while the accuracy of the projectile will not be influenced by the user&#039;s base accuracy.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[OBPOS.DAT]] - Stores positions of objects in a battlescape&lt;br /&gt;
* [[PRODUCT.DAT]] - Stores information on manufactuable items (Hours, Cost, etc.)&lt;br /&gt;
* [[PURCHASE.DAT]] - Stores buying and selling Information about most of these items&lt;br /&gt;
* [[UP.DAT]] - References items in this file for the UFOpaedia&lt;br /&gt;
* [[GEODATA]] - Parent Folder for file&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MCD&amp;diff=65879</id>
		<title>MCD</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MCD&amp;diff=65879"/>
		<updated>2015-06-18T04:25:16Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Structure */ New info, one spelling issue.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}MCD (Map Control Data) files, which are stored in the [[TERRAIN]] folder, contain multiple 62-byte records that define the tiles that make up a given terrain. For example, BARN.MCD defines a number of terrain items such as walls, haybales, floors and ceilings, while DESERT.MCD defines things like sand (ground tiles), sand dunes, rocks, and cacti.&lt;br /&gt;
&lt;br /&gt;
Each MCD file is accompanied by a [[Image_Formats#PCK|PCK and a TAB file]] with the same filename. These contain the image data referenced by the MCD itself. The tiles within the MCD files are referenced by both the files in the [[MAPS|MAPS folder]] and [[MAP.DAT]], in order to create &amp;quot;map modules&amp;quot;; these are then grouped together at run-time to create randomly generated battlescapes.&lt;br /&gt;
&lt;br /&gt;
Often, more than one MCD file will be required to represent a given map. For example, farms are made using tiles from both the CULTIVAT (fields) and BARN (farmhouse) sets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
At run-time, a collated MCD array is created from the smaller sets stored in this folder. In order, this is made up of:&lt;br /&gt;
&lt;br /&gt;
* BLANKS.MCD (two records, the first of which is the black tiles rendered outside of the &amp;quot;map boundaries&amp;quot;, and the second of which is the burnt dirt resulting from explosions).&lt;br /&gt;
* The set(s) corresponding to the terrain (for example, the MCD files corresponding to the desert or forest areas).&lt;br /&gt;
* The set corresponding to the X-COM dropship, if one is present on the map.&lt;br /&gt;
* The set(s) corresponding to the alien craft, if one is present on the map.&lt;br /&gt;
&lt;br /&gt;
This large table may never exceed 256 total entries (or the game will crash). For example, you can&#039;t have an X-COM and an alien craft present in an urban map; this will result in a &amp;quot;too many map-codes&amp;quot; error.&lt;br /&gt;
&lt;br /&gt;
The [[MAPS|associated map modules]] are also loaded into a [[MAP.DAT|single large map array]], with the tile indexes modified to account for the re-positioning caused by appending the MCD tables together. For example, a wall tile in the Supply Ship MCD file might be the second record, and that&#039;s what the map module file will index to (well, that plus 2, but see the [[MAPS]] page for more on that): However, after appending the Supply Ship MCD file to the end of the collated MCD array, that wall tile might now be index number two hundred!&lt;br /&gt;
&lt;br /&gt;
Likewise, any tile indexes within the collated MCD files themselves, or to the associated PCK sprites (which are &#039;&#039;also&#039;&#039; collated into a single array), need to be &amp;quot;updated&amp;quot; in the same way (tile indexes within the MCD structure are at offsets [[#44|44]] and [[#46|46]] of each record).&lt;br /&gt;
&lt;br /&gt;
Because the collated MCD array can be (mostly) recreated at any time, it is not written to the hard drive when the user saves the game mid-battle. This has a side effect of causing [[Known_Bugs#Door_jam|doors to stick open]], as offset [[#47|47]] won&#039;t be correctly tracked.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0-7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0-7&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00-0x07&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00-0x07&lt;br /&gt;
|Animation of the tile.&lt;br /&gt;
&lt;br /&gt;
The eight bytes refer to images on the PCK files which are used in a sequence (from the first byte to the last) to animate tiles. This animation is used by several tiles on both games, such as doors (see [[#46|[46]]]), bubbles on TFTD, blinking lifts, etc. If all eight frames are the same, it&#039;s a static tile.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;8-19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;8-19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x08-0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x08-0x13&lt;br /&gt;
|Line Of Fire Template (LOFT) for the tile. 12 values, each references into [[LOFTEMPS.DAT]] file.&lt;br /&gt;
&lt;br /&gt;
Each LOFT record is a 16x16 grid; these are stacked one over the other, with mcd[8] being the bottom. Used to create a 3D map (16x16x12) of the tile, for LOS. For more info, see [[LOFTEMPS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20-21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20-21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14-0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14-0x15&lt;br /&gt;
|Reference into [[SCANG.DAT]] file. Two-byte integer ([20] + [21] * 256 + 35 = offset). 4x4 bmp images for the top-down map; see [[SCANG.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22-25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22-25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16-0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16-0x19&lt;br /&gt;
|Four byte value pointing to the RAM location of the [[Image_Formats#PCK|TAB index for the PCK data]] used by the terrain file. Only used at run-time.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26-29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26-29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A-0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A-0x1D&lt;br /&gt;
|Four byte value pointing to the RAM location of the [[Image_Formats#PCK|PCK set]] used by the terrain file. Only used at run-time.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E&lt;br /&gt;
|Boolean: Is sliding door? See [[#46|[46]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1F&lt;br /&gt;
|Boolean: Blocks visibility of terrain? AKA LOS (Line Of Sight)&lt;br /&gt;
 0 = False = Doesn&#039;t block visibility.&lt;br /&gt;
 1 = True = Blocks visibility.&lt;br /&gt;
Visibility of units is blocked by voxels formed with [[LOFTEMPS.DAT]].&lt;br /&gt;
Note that floor tiles always block visibility of terrain, although their flag is 0, but it&#039;s ignored for floor tiles.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20&lt;br /&gt;
|Boolean: Can&#039;t be stood on? For ground tiles: non-flying units fall through. &#039;&#039;Only two ground tiles have this set: BLANKS MCD id 0 and UFO1 MCD id 0&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x21&lt;br /&gt;
|Boolean: Is Wall? Used for Objects intended to act as Walls; used to make UFO, Skyranger, and Avenger outer &amp;quot;walls&amp;quot; that aren&#039;t otherwise possible as &amp;quot;real&amp;quot; North or West walls. If that sounds ambiguous, that&#039;s because no one&#039;s worked out what it actually does; whether an object can be walked on/through depends on it&#039;s TU cost ([[#39|[39]]]) and height ([[#48|[48]]]). Called &amp;quot;BigWall&amp;quot; in [[MapView]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22&lt;br /&gt;
|Boolean: Is Grav lift? Up/down of lifts is determined by whether there is another one above or below in the .MAP.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x23&lt;br /&gt;
|Boolean: Is hinged door? See [[#46|[46]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24&lt;br /&gt;
|Boolean: Blocks fire?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x25&lt;br /&gt;
|Boolean: Tile blocks smoke (or a &amp;quot;gas&amp;quot; type which was never implemented) from spreading. Used in smoke propagation routine.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26&lt;br /&gt;
|Always 3. Defined as &amp;quot;printype&amp;quot;; 3=whole, 2=right side, 1=left side. Since this is always 3 the game prints the entire object, while the assumption is that values of 2 or 1 are possibly used for the map designer.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x27&lt;br /&gt;
|Time units used to walk across the tile (255 means unpassable).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28&lt;br /&gt;
|Time units used to slide across the tile (255 means unpassable).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x29&lt;br /&gt;
|Time units used to fly across the tile (255 means unpassable).&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|For [[#39|[39]]] to [[#41|[41]]], values range from 0 to 8, or are 255. There are only a few places where they are not all the same ([[#39|[39]]]=[[#40|[40]]]=[[#41|[41]]]):&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;Walk&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Slide&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Fly&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;File&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;Description&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
   2   0    2   Avenger Middle ramp object&lt;br /&gt;
 &lt;br /&gt;
  255 255   4   Arctic  Water pools in ice (18 ground MCDs) &lt;br /&gt;
 &lt;br /&gt;
   2   2    0   U_Base  Death &#039;&#039;objects&#039;&#039; for large round containers in alien bases (four quadrants)...&lt;br /&gt;
                        thus, their remnants don&#039;t &#039;&#039;add&#039;&#039; TUs for fliers&lt;br /&gt;
 &lt;br /&gt;
   1   1    0   U_Base  Little green plant objects found on black &amp;quot;base garden&amp;quot; flooring&lt;br /&gt;
 &lt;br /&gt;
   2   2    0   Urbits  Two death objects (splinters on ground) for city&#039;s tall green picket fence &lt;br /&gt;
                        (one is a North-wall fence, the other is a West-wall fence)&lt;br /&gt;
&lt;br /&gt;
Which of the three movement types a given unit uses is determined by [[UNITREF.DAT#11|UnitRef[11]]]. Note that by default, ALL units are &amp;quot;walkers&amp;quot;.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A&lt;br /&gt;
|Armor of tile.&lt;br /&gt;
&lt;br /&gt;
*Tile must take this amount of damage to be destroyed, at which point it changes to a tile set according to [[#44|[44]]].&lt;br /&gt;
*Terrain items do not &amp;quot;remember&amp;quot; damage (like units); terrain is either destroyed in a single blast/shot (if damage &amp;gt;= armor) or not.&lt;br /&gt;
*Some things are set to 255 to mean &amp;quot;indestructible&amp;quot; but actually, anything &amp;gt;100 is indestructible in a non-hacked game, and anything &amp;gt;127 (for explosives, 255/2) or &amp;gt;191 (firearms, 255x.75) cannot be destroyed, even in a hacked game (see [[Damage]] re: Damage to terrain).&lt;br /&gt;
*With explosions, all four terrain items in the tile are hit by the same strength, but firearm shots target only one of them.&lt;br /&gt;
*For a loopy exception to explosions being equally applied (due to erroneous data), see [[Explosions#Mile-High Madness|Mountain Madness]].&lt;br /&gt;
*&#039;&#039;[[User:NKF|NKF]]:&#039;&#039; I suppose you could make a gate out of this by creating two tiles, each easily destroyed, which change to the other when hit. One could be walked across, the other could not.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2B&lt;br /&gt;
|[[Explosions#HE Block|HE Blockage]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C&lt;br /&gt;
|Tile becomes a tile of this type (i.e., this other MCD record in the same MCD file) when destroyed. Also known as the &#039;&#039;&#039;death tile&#039;&#039;&#039;. Also see [[#53|[53]]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If [44]=0, it means there is no death tile per se; it reverts to a &amp;quot;raw earth&amp;quot; (BLANKS[01]) tile if on ground, or nothing if in air. (It does not revert to the MCD id 0 record in the current collection.)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2D&lt;br /&gt;
|Flammability - the higher this is, the less likely the tile will be set on fire.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E&lt;br /&gt;
|If the tile is a door ([[#30|[30]]] or [[#35|[35]]]), the tile will become this tile number when opened. Animation [0] (see [[#0-7|[0-7]]]) is shown until someone walks through the door, in which case it cycles through its animation stopping and holding Animation [7]. Then it will return to a closed door next turn.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2F&lt;br /&gt;
|Flags 1 for the &amp;quot;open&amp;quot; version of a sliding door if a door of that type was opened this turn (hence notifying the game that it needs to search the map for doors to close on the next). Because this value is only used at run-time, and the collated MCD array is not written to disk if the player saves the game, reloading while sliding doors are open will [[Known_Bugs#Door_jam|cause them to jam]] until another door of the same type is opened. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30&lt;br /&gt;
|Signed value, usually negative; add this to the graphical Y offset of units or objects on this tile (adding a negative is the same as subtracting, and the lower the Y offset is, the higher the unit will appear on-screen). The value is relative to the level the tile is placed on, so it&#039;s usually 0 (meaning &amp;quot;at the same level&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
A unit may only step from one tile to another if the effective difference in tile heights are 8 or less. For example, ground level is at 0, while the lower segment of a staircase will typically have this set to -8 and the higher segment at -16. A soldier can step onto the lower segment from the ground, then onto the upper segment, then finally onto the next level above. He cannot step directly from the ground to the upper staircase, let alone to the next level, as it&#039;s too great a &amp;quot;jump&amp;quot; to perform in a single movement.&lt;br /&gt;
&lt;br /&gt;
The effective difference between levels on the map is 24.&lt;br /&gt;
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!&amp;lt;span id=&amp;quot;49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x31&lt;br /&gt;
|Subtract this value from the graphical Y offset of the tile image (used for hills).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32&lt;br /&gt;
|Received damage modifier type (taken from [[Damage#Damage_Modifiers|Damage modifier table]]) - Always 0. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x33&lt;br /&gt;
|Lightblock. Note that the actual game seems to ignore this value.&lt;br /&gt;
  0 Blocks no light.&lt;br /&gt;
 &#039;&#039;... up to ...&#039;&#039;&lt;br /&gt;
 10 Blocks all light.&lt;br /&gt;
Is apparently percentage based: 1=10%, 10=100%.&lt;br /&gt;
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!&amp;lt;span id=&amp;quot;52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34&lt;br /&gt;
|Footstep sound effect. Most likely an index to the .CAT file RAW wave &#039;&#039;-[http://www.strategycore.co.uk/forums/Map-Control-Data-MCD-long-Post-t1468.html BladeFireLight]&lt;br /&gt;
 0 Not used in XCOM (makes a metal sound if hacked); is used on TFTD for some objects&lt;br /&gt;
 1 Metal&lt;br /&gt;
 2 Normal (Grass, Wood, Dirt)&lt;br /&gt;
 3 Three mountain ground tiles, and some city apt. furniture objects that can&#039;t be &lt;br /&gt;
   walked on? (six furniture objects might&#039;ve been - but they&#039;re death tiles that&lt;br /&gt;
   nothing points to.) Uses same sound as 6 in DOS version.&lt;br /&gt;
 4 Pool of water (Not used in XCOM)&lt;br /&gt;
 5 Sand (Desert)&lt;br /&gt;
 6 Martian ground (DOS version), snow (CE version)&lt;br /&gt;
 7 Snow (only DOS version, Not used in XCOM, Arctic terrain actually uses 2)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x35&lt;br /&gt;
|Tile type:&lt;br /&gt;
 0 Floor&lt;br /&gt;
 1 West Wall&lt;br /&gt;
 2 North Wall&lt;br /&gt;
 3 Object&lt;br /&gt;
&lt;br /&gt;
In the map, there are four bytes per tile: One each for the floor, west wall, north wall and object. If one of those changes (eg is destroyed, or in the case of a door, opened), it is removed from the map and a new object is placed instead. This byte is used to work out which of the four map bytes should recieve the new object.&lt;br /&gt;
&lt;br /&gt;
For example, in the mountains, if you destroy the ground tile you get an object (tree stump). The new tile gets written into the fourth byte of the map record, even though the original tile that was destroyed belonged in the first byte. &lt;br /&gt;
&lt;br /&gt;
As for the potential for change in tile type when becoming death tile ([[#44|[44]]]): There are 22 instances of [[Explosions#Mile-High Madness|Mountain Madness]] (ground to object), 1 instance of North Wall becoming an object (XCOM1 northwall door becomes rubble), one MCD record with tile type of &#039;&#039;&#039;10&#039;&#039;&#039; (Barn 7 which looks like a North Wall and becomes northwall when killed; obviously a typo&#039;d Tile Type), and 31 total instances on 18 different tilesets where objects become ground upon dying (probably to &amp;quot;scorched earth&amp;quot;, but this was not checked).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36&lt;br /&gt;
|Explosive type; [[#55|[55]]] must be &amp;gt;0:&lt;br /&gt;
 0 HE&lt;br /&gt;
 1 Smoke&lt;br /&gt;
&#039;&#039;Notes:&#039;&#039;&lt;br /&gt;
#To see explosive objects in XCOM, see [[Explosions#Explosive Map Objects]].&lt;br /&gt;
#Type 0 (HE) explosions follow the usual rules for [[explosions]] (average damage to units decreases by 10 per tile outward, etc.).&lt;br /&gt;
#Hackers: Type 0 (HE) terrain items with little or no armor ([[#42|[42]]]=0) are obliterated before exploding (i.e., they won&#039;t explode, no matter how high [[#55|[55]]] is). Probably also depends on whether it was a very big blast relative to the armor.&lt;br /&gt;
#Chain reactions are exceedingly difficult to set up (per Hobbes). Most of the time when you see e.g. the four sections of the Navigator&#039;s table explode, it&#039;s because you used explosives that actually set off each one individually. It has to do with a balance of, among other things, not obliterating the object (see previous point).&lt;br /&gt;
#Type 1 (Smoke) explosives are strange, and mainly only affect aliens - and very haphazardly at that. XCOM units are only very rarely affected; I could only get it to work if they were 1) unarmored, 2) on a diagonal, and 3) no other objects are &amp;quot;in the way&amp;quot; between the blast moving &amp;quot;over and up&amp;quot; or &amp;quot;up and over&amp;quot; to the diagonal (blast propagation never moves directly diagonally per se; see [[Explosions#Playing With Fire]]). &#039;&#039;-MTR&#039;&#039;&lt;br /&gt;
#Chain reactions are not possible with Type 1 (Smoke) explosive objects.&lt;br /&gt;
#Also, when dealing with smoke damage, remember that if there is already tons of smoke on the map (filling up the smoke table) such that no new smoke can appear, you might get unexpected results (or no effect). &#039;&#039;[[user:Hobbes|Hobbes]]:&#039;&#039; One strange thing that can happen when there&#039;s already too much smoke on the map and an object with [54]=1 explodes is that the alien dies and in the dying animation there&#039;s smoke on that square. &#039;&#039;Just in the dying animation, not after he&#039;s down? -MTR&#039;&#039; - &#039;&#039;I can&#039;t remember right now if the smoke remains afterward. Next time it happens I will check it [[User:Hobbes|Hobbes]] 12:00, 18 Nov 2005 (PST)&#039;&#039;&lt;br /&gt;
#There are no &amp;quot;naturally occurring&amp;quot; HE explosives tiles in UFO. All explosive objects are MCD[54]=1.&lt;br /&gt;
#The game show values of 0=not explosive, 1=normal (which I assume is HE), 2=gas (again, unused feature).&lt;br /&gt;
#TFTD uses both values for [54], 0 (more common, like the barrels on Port) and 1 (the Synomium device on Grunge/Artifact Site).&lt;br /&gt;
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!&amp;lt;span id=&amp;quot;55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x37&lt;br /&gt;
|Strength of explosion when tile is destroyed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38&lt;br /&gt;
|Smoke blockage. This is set to 0 for all UFO tiles!&lt;br /&gt;
Technically called &amp;quot;gasblock&amp;quot; by the game. Supposedly it would block the gas type from spreading. Not sure if this is intended to be just smoke, gas or a combination of the two. Needs testing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x39&lt;br /&gt;
|Fuel. The amount of turns this tile will burn for.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A&lt;br /&gt;
|Brightness of tile. Amount of light produced.&lt;br /&gt;
&lt;br /&gt;
11 MCDs produce light: 7 alien base objects (several pulsing fuel pods and several 4-part round &amp;quot;museum containers&amp;quot;), 2 XCOM base ground tiles, and 2 city objects (street lamp and large standing room lamp). See [[Night_Missions#Artificial_Lighting|Night Missions]] for pictures. Oddly, values range from 1 for the street lamp to 16 for the alien base museum containers, so lower values must be brighter. The [[Night Missions|distances]] of projected light have yet to be determined, but note that flares and personal lighting ignore vertical distance... at night, a soldier can see aliens on the ground exactly 9 tiles away, regardless of whether the soldier is at ground level or 4 levels high.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In practise, it seems if this is not zero then the tile will be fully illuminated regardless of the value. - [[User:Bomb Bloke|Bomb Bloke]] 06:48, 20 June 2008 (PDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3B&lt;br /&gt;
|Special properties of tile. Determines what is salvaged at end of mission. Note that some are not actually used within their respective games:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                        &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;                         &amp;lt;b&amp;gt;TFTD (per MapView)&amp;lt;/b&amp;gt;&lt;br /&gt;
  0: &#039;&#039;No Special Properties&#039;&#039;   0: &#039;&#039;No Special Properties&#039;&#039;     0: &#039;&#039;No Special Properties&#039;&#039;&lt;br /&gt;
  1: Entry Point             1: Entry Point               1: Entry Point&lt;br /&gt;
  2: [[UFO Power Source]]        2: [[Ion-Beam Accelerators]]     2: [[Ion-Beam Accelerators]]&lt;br /&gt;
  3: [[UFO Navigation]]          3: [[Magnetic Navigation]]       3: &amp;quot;Destroy Objective&amp;quot;&lt;br /&gt;
  4: [[UFO Construction]]        4: [[Alien Sub Construction]]    4: [[Magnetic Navigation]]&lt;br /&gt;
  5: [[Alien Food]]              5: [[Alien Cryogenics]]          5: [[Alien Cryogenics]]&lt;br /&gt;
  6: [[Alien Reproduction]]      6: [[Alien Cloning]]             6: [[Alien Cloning]]&lt;br /&gt;
  7: [[Alien Entertainment]]     7: [[Alien Learning Arrays]]     7: [[Alien Learning Arrays]]&lt;br /&gt;
  8: [[Alien Surgery]]           8: [[Alien Implanter]]           8: [[Alien Implanter]]&lt;br /&gt;
  9: [[Examination Room]]        9: [[Examination Room (TFTD)|Examination Room]]          9: &amp;quot;Unknown9&amp;quot;&lt;br /&gt;
 10: [[Alien Alloys]]           10: [[Aqua Plastics]]            10: [[Aqua Plastics]]&lt;br /&gt;
 11: [[Alien Habitat]]          11: [[Alien Re-animation Zone]]  11: [[Examination Room (TFTD)|Examination Room]]&lt;br /&gt;
 12: Dead Tile              12: Dead Tile                12: Dead Tile&lt;br /&gt;
 13: Exit Point             13: Exit Point               13: Exit Point&lt;br /&gt;
 14: Alien Brain            14: T&#039;leth Power Cylinders   14: T&#039;leth Power Cylinders&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The images in the TFTD in-game UFOpedia do NOT match the tile-types you&#039;ll recover from the battlescape. For example, the [[Dreadnought]] has tiles which match the UFOpedia entries for the [[Magnetic Navigation]] systems - but they&#039;re really [[Alien Sub Construction]] units, or so your USO recovery team will tell you! Daishiva&#039;s [[MapView]] presents tiles according to the UFOpedia, hence the additional column.&lt;br /&gt;
* The &amp;quot;entry points&amp;quot; are where your troopers spawn at the start of the map. If you wish to safely abort, your solders must return to those tiles first.&lt;br /&gt;
* The &amp;quot;exit points&amp;quot; are where soldiers must be if you wish to proceed to the next stage of a [[Two Part Missions|two-part mission]] without killing all aliens (by aborting instead).&lt;br /&gt;
* The Brain and Power Cylinder tiles must be destroyed in the final mission, in order to win &#039;&#039;UFO:EU&#039;&#039; and &#039;&#039;TFTD&#039;&#039; respectively.&lt;br /&gt;
* In &#039;&#039;UFO:EU&#039;&#039;, [[Alien Reproduction]] and [[Alien Habitat]] tiles never appear. [[Alien Reproduction]] tiles do have a UFOpedia entry that can be accessed by hacking those units into your stores, but [[Alien Habitat]] tiles do not.&lt;br /&gt;
* In &#039;&#039;TFTD&#039;&#039;, [[Examination Room (TFTD)|Examination Room]] tiles never appear. They do have a UFOpedia entry that can be accessed by hacking those units into your stores, however. [[Alien Re-animation Zone]] tiles can be found naturally, but have no research entry.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C&lt;br /&gt;
|Set to 1 for [[Base_Defence#Destruction_Of_Base_Facilities|some]] X-COM base tiles, 0 otherwise. At the end of the battle, the game tallies up the amount of these existing within each &amp;quot;module&amp;quot; of the base (the results are stored in [[MISSION2.DAT]], offsets 80-151) - if the end result for any given module is 0, [[Base_Defence#Destruction_Of_Base_Facilities|it may be destroyed]].&lt;br /&gt;
&lt;br /&gt;
If an alien patrols to a route node which has [[ROUTES.DAT#21|offset [21]]] flagged as anything other then 0, it will intentionally shoot at any tiles with &#039;&#039;this&#039;&#039; offset likewise flagged. If you&#039;re playing a CE version of UFO/TFTD the game will then crash immediately afterwards... either way, best not to let them go up the stairs to where these objects can be found.  ;) &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3D&lt;br /&gt;
|Unused. Almost half (560 of 1317) MCD records have widely varying values here, from 1 to 255 with no apparent pattern or preferred value. The remaining MCD records are 0. Called &amp;quot;VPs&amp;quot; by the game, this was supposed to be a victory point value for recovery/destruction. Doubt it&#039;s actually used, but needs to be tested.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of MCD Files==&lt;br /&gt;
Here are the MCD files in Enemy Unknown and Terror From The Deep along with a list of the number of records in each one. Refer to [[TERRAIN]] for more info on their usage in-game (load orders etc):&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;10&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;X-COM MCD Files&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Terrain&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Records&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;avenger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Avenger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;59&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;barn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;blanks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;All&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;brain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;cultivat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;37&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;desert&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Desert&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;66&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;83&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;frniture&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;City&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;jungle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jungle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;82&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;lightnin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lightning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;mars&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cydonia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;mount&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mountain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;plane&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skyranger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;polar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Polar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;81&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;roads&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;City&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;23&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ufo1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small Scout&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;urban&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;City&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;112&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;urbits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;City&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;67&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_bits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UFOs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_disec2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UFOs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_ext02&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UFOs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_oper2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UFOs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_pods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UFO/Alien Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;u_wall02&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UFO/Alien Base/Cydonia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;47&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbase1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;97&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbase2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;62&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;TFTD MCD Files&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Terrain&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Records&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;asunk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunken Galleon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;atlantis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Atlantis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;77&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;barracud&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Barracuda&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;46&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;blanks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;All&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;cargo1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cargo Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;103&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;cargo2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cargo Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;cargo3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cargo Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;coral&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Coral&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;crypt1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crypt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;crypt2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crypt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;49&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;crypt3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crypt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;crypt4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crypt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;debris&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Seabed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;deckc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liner Ship (Top)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;entry&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Entry&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;grunge1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;grunge2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;grunge3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;grunge4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;37&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;hammer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hammerhead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;44&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;island1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Island&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;island2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Island&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;island3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Island&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;leviath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Leviathan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;47&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;linera&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liner Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;linerb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liner Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;linerc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liner Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;linerd&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liner Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;23&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;manta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Manta&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;44&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;msunk1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunken Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;msunk2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunken Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;mu&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mu&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;organic1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Base/Level/Entry&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;96&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;organic2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Base/Level&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;organic3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Base/Level&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;pipes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pipes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;planes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunken Plane&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;79&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;port01&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Port&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;95&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;port02&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Port&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;psynom&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Base/Level&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;pyramid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;rocks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact/Seabed/Galleon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;sand&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;several&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;sea&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;several&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;triton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Triton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;46&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;uext1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;uext2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;USO/Entry&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;uext3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;USO/Entry&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ufobits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;several&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;uint1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;USO&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;41&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;uint2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;USO&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;uint3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;USO&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;volc&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Volcanic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;weeds&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Artifact/Coral/Seabed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbases1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;87&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbases2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbases3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;37&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbases4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;43&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbases5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;X-COM Base&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;xbits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cargo Ship&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;39&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
===MikeTheRed&#039;s MCD Database===&lt;br /&gt;
An Access 2000 copy of all MCD data is [[Media:XcomMCD.zip|here]]. It&#039;s from X-COM DOS 1.4, but AFAIK, all X-COM versions use the same data (even down to the buggy [[Explosions#Mile-High_Madness|Mile-High Madness]] MCD record). You will need to use this wiki page to understand it; I did not name the fields. They&#039;re just called by their offset address (see above). This Access database can be readily exported to Excel if you want. Or contact me. There are also a few files giving overall stats; the &amp;quot;Exclude&amp;quot; field for tblFileTypes only means, I excluded them for most counts I&#039;ve made. There are also a few queries that might or might not be helpful.&lt;br /&gt;
&lt;br /&gt;
===BladeFireLight&#039;s MCD Info===&lt;br /&gt;
Another in-depth look at MCD (and more) can be found on [http://www.strategycore.co.uk/forums/lofiversion/index.php?t1468.html this] message by BladeFireLight. His post also contains a [http://www.HexWorkshop.com HexWorkshop] template for viewing MCD files in a logical manner.&lt;br /&gt;
&lt;br /&gt;
===MCD Editor===&lt;br /&gt;
Koralt&#039;s MCDEdit can view or modify MCD files. Find it here: [http://mypage.bluewin.ch/xcom/mcdedit.zip mcdedit.zip]. To see a screencap, scroll to the very bottom of BladeFireLight&#039;s MCD posting (above). MCDEdit needs [http://mypage.bluewin.ch/xcom/vbrun200.zip vbrun200] to run!&lt;br /&gt;
&lt;br /&gt;
There&#039;s also [[MCDEdit|MCDEdit made by volutar]]. It doesn&#039;t need of any extra library and works in windows x64.&lt;br /&gt;
&lt;br /&gt;
===MapView===&lt;br /&gt;
DaiShiva has an excellent utility called [http://www.daishiva.com/phpBB2/generic.php?page=progLinks.shtml MapView] for viewing or editing maps. However, it does not allow editing of MCD terrain items per se, AFAIK; just moving/placement of them. Caution: You must install the extensive Microsoft .NET platform to use MapView; see DaiShiva&#039;s site.&lt;br /&gt;
&lt;br /&gt;
===BombBloke&#039;s Hacked Desert Terrain===&lt;br /&gt;
[[User:Bomb Bloke|Bomb Bloke]] has a numerical (ground) tileset which makes weapon damage blast testing easy as pie. It also has a little applet that lets you edit MCD variables Armor [[#42|[42]]], HE Block [[#43|[43]]], and Explosion Strength [[#55|[55]]] (but not type, [[#55|[54]]]), and it includes all four types of terrain item. Find his hacked terrain &lt;br /&gt;
[http://www.strategycore.co.uk/forums/index.php?showtopic=746&amp;amp;st=195&amp;amp;# here] or bundled with a savegame [http://www.xcomufo.com/forums/index.php?showtopic=8701&amp;amp;st=114&amp;amp;# here]. To see a screencap of the tiles in action, see [http://www.xcomufo.com/forums/index.php?showtopic=8701&amp;amp;st=112&amp;amp;# this] message.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=65081</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=65081"/>
		<updated>2015-06-04T04:04:26Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* XCOM2 */ Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
::::: Right now it depends on the width of the browser and the content in the Featured Article. I might be able to set some auto-width on the XCOM New window. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT) &lt;br /&gt;
:::::: I was wondering if it wouldn&#039;t be better to bring up the Enemy Unknown 2012 table as the first table, at least for some time after the game is released. With my current maximum resolution both tables still appear one over the other, and I think the UFO Defense table might need a little reorganization and after it is done both games go back to being side by side. Or any other ideas. [[User:Hobbes|Hobbes]] 20:15, 8 October 2012 (EDT)&lt;br /&gt;
::::::: What?! This layout should work with all resolutions down to 1280x720 without stacking items. So it should be fine on everything except the smallest ( &amp;lt;11&amp;quot; ) notepads and pads. --[[User:Kokkan|Kokkan]] 04:49, 9 October 2012 (EDT)&lt;br /&gt;
:::::::: My resolution on my monitor is 1280x1024 and both tables are stacked. [[User:Hobbes|Hobbes]] 05:00, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Same issue here with the overlapping tables, and my screen&#039;s 1024 pixels wide. Doesn&#039;t look any better on the tablet. Quick solution: Break the table out and have it on top ala the original&#039;s old main table, and have the original follow immediately after. &lt;br /&gt;
&lt;br /&gt;
A while back I had wanted to redesign the front page but had to shelve it (and then quickly forgot about it). That was to make the main page just contain the news and a list of box art for the various games that point the users to separate main pages for the different titles, allowing the main tables for each title to be a bit more elaborate. Perhaps this might be a good time to resurrect that concept? [[User:NKF|NKF]] 07:15, 9 October 2012 (EDT)&lt;br /&gt;
:I&#039;ll place the EU 2012 table on top of the original game table (*sniff* *sniff*) for now until a permanent solution is found or the issue is fixed. I&#039;m good with that solution or any other.&lt;br /&gt;
:Quick fix: I&#039;ve moved it to the Featured section. [[User:Hobbes|Hobbes]] 08:03, 9 October 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: We can set the hight at fixed values, but I really don&#039;t see a point to it. Since the size of the content will change. I prefer the parentheses in the naming, it clarifies what game the page relates to, and I don&#039;t see an extensive problem in linking to pages. Like ( [[Enemy_Unknown_(2012)|Enemy Unknown]]). On the UFOpaedia &amp;amp; OpenXcom logo, I fully agree. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT)&lt;br /&gt;
::: One easy trick to link pages with the (EU2012) suffix is to open the top page on the category, which usually contains a list of all items related with that subject, press edit and then copy/paste the links. [[User:Hobbes|Hobbes]] 09:19, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]]&lt;br /&gt;
[[File:Blue badge XCOM EU.png|100px|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
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Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
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:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;br /&gt;
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:: I say keep the old X-logo, show the roots and lets not take over the entire wiki with EU2012. Use the new logos at appropriate EU2012 pages. --[[User:Kokkan|Kokkan]] 08:55, 5 October 2012 (EDT)&lt;br /&gt;
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::: Not selling ourselves completely eh? ;) Well I just have to say I love the yellow and black insignia - that&#039;s probably the first XCOM logo/icon I really enjoy :) [[User:Hobbes|Hobbes]] 09:15, 5 October 2012 (EDT)&lt;br /&gt;
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:Showing roots is good, too. The gold one does not seem as high-rez as the other... can we get it any better? -[[User:MikeTheRed|MikeTheRed]] 09:55, 5 October 2012 (EDT)&lt;br /&gt;
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== Disambiguation of 1994 vs 2012 Entries ==&lt;br /&gt;
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See for example the Sectoid entry, where a link to Sectoid (EU2012) has just been added as the first line of the entry. Are we going to do that for every entry that has the same name in 1994 as in 2012? That&#039;s a lot of minor edits someone will need to make! And putting these cross references under See Also would be less intrusive. But maybe a lot of enquiries from new site users are going to be related to EU 2012, and they will be confused if the cross reference is not clear and up-front. Let&#039;s agree a standard approach for this. As an alternative we could use disambiguation pages that show links to both the 1994 and the 2012 versions. Instead or as well, we could start moving 1994 pages by appending (EU1994) to the name.  That&#039;s also quite a lot of work, but may be clearer in the long term. Even more work comes in if we were to use for example [[Sectoid]] as the disambiguation page, because that would mean rewriting all links to Sectoid in all the 1994 entries of the Ufopaedia. Thoughts everyone? [[User:Spike|Spike]] 03:56, 19 October 2012 (EDT)&lt;br /&gt;
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On a related point - do we really need to append (EU2012) to every entry? I would think it&#039;s only necessary when the same term is used in both games. So it makes sense for Sectoid, but not so much sense for Gollop Chamber. I would suggest that for a term that is &#039;&#039;definitely&#039;&#039; unique to EU 2012, the (EU2012) suffix is not required. But there should always be an EU 2012 Category tag on the entry. [[User:Spike|Spike]] 06:28, 19 October 2012 (EDT)&lt;br /&gt;
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: If we don&#039;t tag everything now, do we risk the same issue we&#039;re running into with UFO Defense? Also, the new Sectoid page has a space between EU and 2012. No other new page has that. My OCD is making me want to stab people. Is there a way to edit it to not have a space? As far as which way to go, I prefer disambiguation pages much like wikipedia does, but that typically requires tagging both. I would be happy to do the leg work and chase down all the 1994 ones but I don&#039;t like how EU1994 looks (especially since it says 1994 in the Games column to the left [sorry - fixed that - Spike] ) and I don&#039;t know how to update page names. --[[User:PixelOrange|PixelOrange]] 06:34, 19 October 2012 (EDT)&lt;br /&gt;
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:: Yes, we do need to keep the games a part to not run into conflicting pages/links. Hence we suffix ALL pages on the NEW game &#039;&#039;(EU2012)&#039;&#039;; this is the simplest and most clear way to do it. It does make it a bit of a hassle to link stuff yes. Even if some parts are unique, keep with the naming convention to keep it all as clear as possible. No, There is NO WAY we can do the same for the original game, there is just to much pages and links (and if we start and don&#039;t complete or something goes wrong, the wiki is in a fucked up state). So all pages on Enemy Unknown without the suffix refers to the original game. --[[User:Kokkan|Kokkan]] 07:12, 19 October 2012 (EDT)&lt;br /&gt;
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:::So, if we&#039;re not going to retroactively update the old Enemy Unknown, redirects at the top of every page is my favorite choice (just as they do over at wikipedia). It gives you a quick link right at the top of the page, it&#039;s non-intrusive, and it&#039;s easy to implement across the board. --[[User:PixelOrange|PixelOrange]] 07:38, 19 October 2012 (EDT)&lt;br /&gt;
:::: OK but that&#039;s only going to be workable for the EU2012 pages, right? Any modification to all of the EU1994 pages is a big task, whether it&#039;s a disambiguation link at the top of the page, or a systematic rename to suffix &amp;quot;EU1994&amp;quot; on to the end of the page name - the workload is similar. I guess we could take a policy that says - anytime you create an EU2012 page, check to see if an EU1994 page of the same name exists. If so, add disambiguation links to the top of both pages. Or, for that matter, Move the EU1994 page by adding the suffix to its name. By the way, Move is how you rename a page, and the old name is preserved as a redirect to the new name. [[User:Spike|Spike]] 08:12, 19 October 2012 (EDT)&lt;br /&gt;
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::::: I agree that disambiguation notices/links on top of pages probably is the best way to handle this (as in the [[Sectoid]] page). Moving and creating disambiguation pages is to much workload, and to have some (EU1994) pages and some without would be even more confusing. So I say no (EU1994) suffixes at all. --[[User:Kokkan|Kokkan]] 09:17, 19 October 2012 (EDT)&lt;br /&gt;
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:::::: I don&#039;t think it&#039;s that cut and dried myself. Moving (renaming) the old pages is less workload than creating the disambiguation links. Also, adding the disambiguation links will disrupt the style / formatting of the existing EU 1994 pages which were not designed to have these links at the top, and which have had a lot of effort put into their layout over the years. Creating a disambiguation page with the &amp;quot;base&amp;quot; name, eg &amp;quot;Sectoid&amp;quot;, the same name as the existing 1994 page, is a huge workload, because then all the links will break. Creating a new page called &amp;quot;Sectoid (disambiguation&amp;quot; and redirecting to it is not much better. A simple Move/rename will not break any links, meaning low workload - same as inserting a disambiguation link/notice. Keep in mind that the scope of the problem is only the pages for terms that exist in both games. &amp;quot;Sectoid (EU1994)&amp;quot; vs &amp;quot;Sectoid (EU2012)&amp;quot; is part of the required disambiguation workload. Heavy Cannon (unique to EU1994) vs Alloy Cannon (unique to EU2012) does not need to be part of the workload. It&#039;s a safe strategy to keep naming all new 2012 pages with the EU2012 suffix, but whatever method is selected does not need to be applied to all pages in both games. For example, we do not label all TFTD pages with (TFTD). We don&#039;t say &amp;quot;Tentaculat (TFTD)&amp;quot; and &amp;quot;Chrysallid (EU)&amp;quot;. We do say &amp;quot;Zombie (TFTD)&amp;quot; and &amp;quot;Zombie (EU)&amp;quot; (even though the differences are only cosmetic). [[User:Spike|Spike]] 09:51, 19 October 2012 (EDT)&lt;br /&gt;
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::::::: We already had this discussion a while ago because of Apocalypse and the common elements of the series that extend to it and TFTD. I don&#039;t recall the discussion but you guys mentioned the main topics but the idea was to start using the suffixes, specially when creating new pages, and not to worry about the existing pages because of the workload involved. It&#039;s basically to avoid the mess of the original game&#039;s pages regarding naming and to help categorize identify pages.  &lt;br /&gt;
::::::: This method makes linking a bit harder but it&#039;s a matter of using a few tricks (which I already use when linking on the original game), like open and edit the section page (Soldiers, Weapons, Alien Life Forms, etc.) and just copy/paste the links you need. That&#039;s also why the section pages usually consist of lists of items.&lt;br /&gt;
::::::: Finally me and Spike can delete, move and rename pages, as an administrators so just let us know what you need :) [[User:Hobbes|Hobbes]] 11:09, 19 October 2012 (EDT)&lt;br /&gt;
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:::::::: I&#039;ve been thinking about the effects these new XCOM games (EU 2012 and the upcoming FPS) may have on the future of the series. If XCOM sees more games even further in the future that involve the aliens from the original, I don&#039;t think links at the top of the page is going to do the trick. We should make disimbaguation pages now to pave the way for recurring aliens and items that may make an appearance in any potential future installments. Just a thought!--[[User:SuicidalSectoid|SuicidalSectoid]] 21:26, 19 October 2012 (EDT)&lt;br /&gt;
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Another option that I&#039;ve been thinking over is asking Pete if he could set up a separate Wiki for the modern title(s) and keep this one for the classic titles. It would keep things tidy, and there&#039;s actually little crossover or common material between the new and old apart for historical and ancestry referential purposes. [[User:NKF|NKF]] 21:46, 19 October 2012 (EDT)&lt;br /&gt;
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:: Personally I think all games of the series, old or new, should be all united in a single wiki. It helps this one grow, instead of just running out of material. It also shows how the series began and progressed to become what it is today. It helps people who are new to the series find older games in the series far easier and learn all their quirks and strategies. Of course there is what I mentioned above to consider, if this series really has been revived, then more games in the series may emerge and the new wiki could end up being &amp;quot;untidy&amp;quot;.--[[User:SuicidalSectoid|SuicidalSectoid]] 10:54, 20 October 2012 (EDT)&lt;br /&gt;
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== Pretty Colours ==&lt;br /&gt;
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You know what&#039;d be cool? Different page themes depending on the game. Say for example, yellow for TFTD, red for Apocalypse, black / dark grey for XCOM, and so on. Or maybe even custom wallpaper for each title - nothing overly eye-catching, just an easy way to differentiate what you&#039;re looking at with a glance.&lt;br /&gt;
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We&#039;d need an extension to do it (I&#039;ve already got my eye on [http://www.mediawiki.org/wiki/Extension%3aPageCSS a simple looking one]), but before I bug Pete about it, what say ye all? The way I see it, we&#039;d need to make one template page per &amp;quot;theme&amp;quot; - but then we&#039;d need to edit just about every page on the wiki to implement them...&lt;br /&gt;
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- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:59, 18 January 2013 (EST)&lt;br /&gt;
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: I wanted to do something similar many years ago when I started making the navbars so that when people went to a page, they&#039;d go &amp;quot;oh, this is EU or TFTD&amp;quot; just by the colours. Didn&#039;t get received very well if I remember correctly. But, with todays better versions of wiki software and scripts, why not? Go for it I say. -[[User:NKF|NKF]] 17:47, 18 January 2013 (EST)&lt;br /&gt;
: I think that&#039;s a wonderful idea, the issue is to pick a good color design that retains readability. [[User:Hobbes|Hobbes]] 18:30, 18 January 2013 (EST)&lt;br /&gt;
:Great Idea! I second what Hobbes is saying about readability. If you can&#039;t read what&#039;s on the page there&#039;s no point to new colours.--[[User:SuicidalSectoid|SuicidalSectoid]] 17:45, 25 March 2013 (EDT)&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;So, yeah, I did bug Pete, and not long after he delivered: We&#039;ve had the plugin online a while now...&lt;br /&gt;
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Anyway, this afternoon I sat down and plugged some stuff into it. It works much like I hoped (though unfortunately it doesn&#039;t have much control over images - can&#039;t set them as background for eg). Adding the tag &#039;&#039;&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;&#039;&#039; to a page and saving it (or, perhaps for now, previewing it - though I&#039;ve applied it to THIS page for now) applies the effects within that template.&lt;br /&gt;
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That one&#039;s just an experiment, might be a little garish maybe (I basically grabbed colour codes out of screenshots from EU2012; I won&#039;t call myself an artist), and doesn&#039;t yet override every wiki element that needs to be handled - but I reckon it&#039;s a decent start.  :) &lt;br /&gt;
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- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 03:47, 21 April 2013 (EDT)&lt;br /&gt;
:I like it. [[User:Leman Russ|Leman Russ]] 04:05, 21 April 2013 (EDT) &#039;&#039;Thanks! - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&#039;&#039;&lt;br /&gt;
:Nice, I like trying to replicate but the colors sure need some testing. One thing I&#039;m wondering: is it possible to use the font used in EU2012 (it seems to be Century Gothic)? Another suggestion I&#039;d make is to replace the XCOM logo on the top left with the new one. &lt;br /&gt;
:I&#039;ve applied the styling to the page I&#039;m currently working on: [[Class_Builds_(EU2012)]]. The main issue is the color of the links (dark blue isn&#039;t the best for contrast). Another thing needed would be to change the default colors used in the table templates to match the new style. [[User:Hobbes|Hobbes]] 04:36, 21 April 2013 (EDT)&lt;br /&gt;
::Apparently Century Gothic is not installed on most machines by default. It may be possible to load it on to the wiki somewhere and get viewers to download it as needed, but I really dunno. I&#039;m guessing &#039;MS PGothic&#039; is the best match that&#039;s widespread - I&#039;ve tweaked the template to use that if Century Gothic isn&#039;t available, or to fall back to the wiki default if neither are on the viewer&#039;s machine.&lt;br /&gt;
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::I did try switching the logo, but apparently the plugin doesn&#039;t allow it. Or the icon isn&#039;t accessible to CSS. Or I didn&#039;t know which element to tweak. What I&#039;ve read specifically states I shouldn&#039;t be able to use the required &amp;quot;background-image&amp;quot; tag, but that&#039;s exactly what I needed to do to change the toolbar at the top of the page...&lt;br /&gt;
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::I HAVE overridden the main &#039;wikitable&#039; template, and there should be no blue links visible (except for ones leading off-site, I forgot about those)... In fact I&#039;d go as far as to say the table looks great on that Class Builds page in particular (where the text matches the icons) - are you seeing what I&#039;m seeing? [http://img.photobucket.com/albums/v213/BombBloke/StyleTest01_01_zps93e4e66e.jpg A screenshot may be in order]? I&#039;m a little worried about browser compatibility in regards to my CSS overriding that which is already in the wiki site files.&lt;br /&gt;
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::Depending on how I go for time I may deal with image thumbnails, the category bar, table of contents etc tonight.&lt;br /&gt;
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::Please feel free to experiment if you feel so inclined! Either make a new &#039;&#039;StyleTestXX&#039;&#039; page and copy/paste my starter version in, or go right ahead and modify mine! If you lack any tools on your system for colour code generation, [http://www.2createawebsite.com/build/hex-colors.html here&#039;s an online one].&lt;br /&gt;
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::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&lt;br /&gt;
:::On my laptop I see it like this, I think it&#039;s the same and it seems to be using Century Gothic: [[:File:style1.png|style1.png]] - [[User:Hobbes|Hobbes]]&lt;br /&gt;
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::::Ah yes, that was a match of colours, though you&#039;re definitely using a different font (it&#039;s installed by Office, see).&lt;br /&gt;
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::::Still not sure what you&#039;re meaning about the tables, but I&#039;ve switched monitors and see what you&#039;re saying about the links. I think maybe yellowy? Dunno.&lt;br /&gt;
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::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:50, 21 April 2013 (EDT)&lt;br /&gt;
:::::Yellow links look better than the previous ones. What I meant about the tables is that on the Class Builds the background color of each table is table while the page background is dark grey. I got Century Gothic installed (it&#039;s a free font IIRC), is it the one being used? [[User:Hobbes|Hobbes]] 11:20, 21 April 2013 (EDT)&lt;br /&gt;
::::::Er...&lt;br /&gt;
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::::::The cells should have a black background, the header cells should be grey. This is what I intended, though if you&#039;re expecting something different (or have a different suggestion) I&#039;m more then happy to try other styles.&lt;br /&gt;
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::::::I&#039;d say you&#039;re indeed using Century Gothic. If you check the &amp;quot;font-family&amp;quot; line in the template, the web browser reads it from left to right, and uses the first font specified that exists on the computer (so if it can&#039;t find one, it falls back to the next, and so on). Hence if you start removing fonts from the front of the list and previewing the page you can compare each one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:11, 21 April 2013 (EDT)&lt;br /&gt;
:::::::There were a couple of white backgrounds on table but those seen to have disappeared. Century Gothic still looks the better (and it seems to be free) since it is the one (or really close) used in Enemy Unknown 2012. [[User:Hobbes|Hobbes]] 20:43, 21 April 2013 (EDT)&lt;br /&gt;
::::::::Best I can make out it should be possible to use an uploaded font no worries, though I&#039;d need to bug Pete to actually get it on to the server.&lt;br /&gt;
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::::::::In the meantime, bold tildes are pretty much rendered blobs under PGothic (&#039;&#039;&#039;~&#039;&#039;&#039;). They looking ok to you? - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:04, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::This is what I see using it as a font [[:File:PSGothic.png]] [[User:Hobbes|Hobbes]] 17:37, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::I&#039;m trying the new Style in a few pages and it is looking great. What I&#039;m starting to wonder is what will happen to the other pages (non-EU2012). With UFO, TFTD and Apoc it should be possible to replicate it (although I have quite a few doubts about TFTD&#039;s colors...). But what about the other pages not directly related to a game? [[User:Hobbes|Hobbes]] 17:55, 22 April 2013 (EDT)&lt;br /&gt;
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::::::::::We can currently only skin pages we manually add the template link to. That means that certain pages (like recent changes or page history) &#039;&#039;can&#039;t&#039;&#039; be skinned, not unless the skin files are changed on the server side... Which&#039;d be a lot harder then skinning through these templates is (lots of files to modify with no simple way of previewing the changes, unless someone sets up their own wiki to play with on a home computer).&lt;br /&gt;
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::::::::::In short, for now we may just have to leave &#039;em. While it might currently seem a bit jarring with just a black skin and a white skin, I think it won&#039;t seem so bad once there&#039;s a few others floating around the place.&lt;br /&gt;
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::::::::::In particular I was thinking of leaving talk pages unskinned regardless of what game they belong to (if only because most articles don&#039;t HAVE a talk page). - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:05, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::::Please tell me you&#039;re not sticking to the green background when showing a page&#039;s changes... ;) [[User:Hobbes|Hobbes]] 14:01, 23 April 2013 (EDT)&lt;br /&gt;
::::::::::::Can&#039;t think of anything better for it myself. :|&lt;br /&gt;
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::::::::::::You do mean the green background that goes against added lines, yes? The bit of code to tweak goes along the lines of:&lt;br /&gt;
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:::::::::::: td.diff-addedline {&lt;br /&gt;
::::::::::::  background: #559E06;&lt;br /&gt;
:::::::::::: }&lt;br /&gt;
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::::::::::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
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Indent resetinator activated! I certainly hope this is a work in progress. It&#039;s very hard to read on my smartphone browser, and even on my laptop it&#039;s a real squint-fest. I&#039;d probably recommend a slightly lighter dark background rather than having extreme darks or lights. &lt;br /&gt;
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But that aside, we could ask Pete to implement a few snazzy skins that you can access from the appearance tab under your preferences screen. The skin will then apply to all the wiki pages with no specific skins assigned to them. Mind you, this change will only affect the individual accounts. [[User:NKF|NKF]] 02:36, 24 April 2013 (EDT)&lt;br /&gt;
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:Yep, if I considered it done it&#039;d have a rather more official looking name and I&#039;d be slapping it onto pages left right and center.  ;) &lt;br /&gt;
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:I will say I can&#039;t see much room for improvement myself - I&#039;m no graphic design artist. I&#039;m more then happy to implement any mock-ups people show me if they&#039;re not interested in tweaking the colours themselves, though.&lt;br /&gt;
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:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
::Well, no one else suggested improvements, so I&#039;m wondering if we should start using the new style on the EU2012 pages. [[User:Hobbes|Hobbes]] 10:52, 26 August 2013 (EDT)&lt;br /&gt;
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::: I disagree with the use of individual styles over-riding the default one at special pages, it makes the wiki inconsistent and messy. &amp;lt;br/&amp;gt;If you are to add a new style to site, do it RIGHT and add it as a skin in the user preferences. --[[User:Kokkan|Kokkan]] 07:34, 6 September 2013 (EDT)&lt;br /&gt;
:::: I agree since I made a test the other day of the proposed EU2012 style and I wasn&#039;t satisfied with the results regarding readability - the colors make it too tiring to read. I have no idea of how to add skins though [[User:Hobbes|Hobbes]] 17:10, 6 September 2013 (EDT)&lt;br /&gt;
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==The Bureau==&lt;br /&gt;
We better start thinking of adding a section for the game since it will be released next month. [[User:Hobbes|Hobbes]] 08:30, 17 July 2013 (EDT)&lt;br /&gt;
: And we have the starting page and table for the [[The Bureau: XCOM Declassified|The Bureau]] online, although it is completely bare for the moment. [[User:Hobbes|Hobbes]] 22:30, 22 July 2013 (EDT)&lt;br /&gt;
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==UFO: Alien Invasion==&lt;br /&gt;
I am one of the developers of [http://ufoai.org UFO: Alien Invasion], an open-source game inspired by X-Com. Ufopaedia.org taught me how to not suck at the original X-Com years ago and I&#039;ve always been grateful. I wondered if the maintainers of ufopaedia.org would be interested in adding support for our game. While we have our own development wiki where we could host strategy advice, I think there are several benefits to having a third-party strategy guide. Of course, the fact that our game undergoes rolling development will lead to extra maintenance work. But I think this could be limited by only providing data on the latest stable version (released once every year or two). I am willing to undertake the work to prepare the initial content for our upcoming stable release 2.5. --[[User:H-Hour|H-Hour]] 09:55, 26 August 2013 (EDT)&lt;br /&gt;
:Hi there. I&#039;m one of the administrators and although I can&#039;t speak for the other admins or the site owner (Pete), I think that it would make sense to add UFO:AI to the Featured Projects section. I&#039;ll ask them if there&#039;s any objection on the UFOPaedia&#039;s [http://www.strategycore.co.uk/forums/UFOPaediaorg-f96.html| forum] at Strategycore and if they&#039;re good about it, I&#039;ll add the link to the wiki sidebar. Should the initial page be named [[UFO:AI]] or do you prefer something else? Also, the game needs a wiki suffix, to be used in the guide&#039;s individual pages name and for their category tags, as an example all XCOM: Enemy Unknown pages use &amp;lt;nowiki&amp;gt;(EU2012)&amp;lt;/nowiki&amp;gt;. [[User:Hobbes|Hobbes]] 10:25, 26 August 2013 (EDT)&lt;br /&gt;
::That&#039;s great, Hobbes. UFO:AI is fine for both the main page name and as a page suffix. If you think it is better given our rolling development, we can include the version for clarity (UFOAI2.5). --[[User:H-Hour|H-Hour]] 10:44, 26 August 2013 (EDT)&lt;br /&gt;
:::Better to keep version out otherwise it might be confusing. I&#039;m just going to wait a day or two to give the other admins time to read it. [[User:Hobbes|Hobbes]] 11:47, 26 August 2013 (EDT)&lt;br /&gt;
:I&#039;ve just added UFO:AI to the Wiki Sidebar. Happy editing :) [[User:Hobbes|Hobbes]] 05:33, 28 August 2013 (EDT)&lt;br /&gt;
::Thanks Hobbes! I&#039;ll get to it soon. --[[User:H-Hour|H-Hour]] 11:08, 28 August 2013 (EDT)&lt;br /&gt;
:I&#039;ve put up the initial table. Please let me know if there is anything that should be changed regarding the format or structure to ensure it complies with ufopaedia standards. --[[User:H-Hour|H-Hour]] 10:41, 29 August 2013 (EDT)&lt;br /&gt;
::We don&#039;t really have any standard for those tables, just use what you feel is more comfortable/logic :) [[User:Hobbes|Hobbes]] 11:25, 29 August 2013 (EDT)&lt;br /&gt;
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== Extensions ==&lt;br /&gt;
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Over on wikia ot is possible to put sub-pages into tabs so that when u click on one it has different info than the other. If we had them on here then we could split the main page into 2 different tabs with old X-COM on one and new XCOM on the other while leaving the news where it is and the spin off/based off titles below it.&lt;br /&gt;
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Just an idea--[[User:Ditto51|Ditto51]] 04:08, 25 November 2013 (EST)&lt;br /&gt;
:Just checked to see how subpages work on Wikimedia but by default they&#039;re limited to the user and talk pages. Might be interesting to implement for specific game items that are changed between EU and EW (Chitin Plating, etc.). I&#039;m still waiting for Pete to fix the login process though since we need to get rid of the spammers before anything else. [[User:Hobbes|Hobbes]] 06:56, 25 November 2013 (EST)&lt;br /&gt;
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:: I&#039;ve been spending some time browsing the Minecraft wiki recently, and a couple of convenient extensions like expanding/collapsing content would be nice to have here as well. It would handy for the EW content as per the discussion elsewhere. It would be worth forming a list of the extensions we could use (and a link to said extension on www.mediawiki.org if possible). Once the signup issue is sorted we could suggest them to Pete. -[[User:NKF|NKF]] 07:06, 25 November 2013 (EST)&lt;br /&gt;
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:::The info about the subpage is here [http://www.mediawiki.org/wiki/Help:Subpages]. The other extension we were discussing before was spoilers [http://www.mediawiki.org/wiki/Extension:Spoilers]. We might as well ask this already for Pete so that he can set time for it. [[User:Hobbes|Hobbes]] 07:33, 25 November 2013 (EST)&lt;br /&gt;
::::Spoilers is now installed. Subpages are an interesting idea - essentially categorising the content better as you would on a normal website (if you were thinking of going /terror from the deep/aliens or something like that?). Since MediaWiki handles moved pages pretty sensibly (moves the page and its Talk page to the new location and points the old URL to the new page) there shouldn&#039;t be an issue with this. I would say that it&#039;s more of a library format then and it needs a few librarians to be in charge of the categorisation, but you guys seem to be doing a grand job of that anyway :) --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
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:::Found the tabs I was talking about [https://www.mediawiki.org/wiki/Tabber tabber] --[[User:Ditto51|Ditto51]] 08:37, 25 November 2013 (EST)&lt;br /&gt;
::::Tabber is now installed --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
:::::I can&#039;t get this to work, even when I use the example coding on the mediawiki page.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 18:01, 29 December 2013 (EST)&lt;br /&gt;
::::::My bad - was updating the wrong version of the settings file. The other extensions should now be avalable.&lt;br /&gt;
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:::[http://www.mediawiki.org/wiki/Multiple_upload Multiple Upload], to make it easier to upload images multiple images.--[[User:Ditto51|Ditto51]] 10:48, 1 December 2013 (EST)&lt;br /&gt;
::::The author doesn&#039;t seem to be maintaining this which is a worry, plus the discussion page for it mentions security issues so I&#039;m not going to bother with this one --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
:::::Installed an extension called MsUpload instead - you can see a bar at the top of the editor where you can drop files, or click the up arrow on the toolbar. This adds files to the queue and you can click on the name to rename them before uploading them. It then provides links to insert them --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 09:41, 29 December 2013 (EST)&lt;br /&gt;
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:::Seems like only MsUpload is installed based on [[Special:Version]]; doesn&#039;t seem to show any other mentioned extensions?--[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 19:47, 29 December 2013 (EST)&lt;br /&gt;
::::My bad - was updating the wrong version of the settings file. The other extensions should now be avalable.&lt;br /&gt;
----&lt;br /&gt;
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==Wiki Software Upgrade ==&lt;br /&gt;
The Wiki software has now been upgraded to version 1.22 (was 1.16) so a few things have changed cosmetically and functionally. Whilst I&#039;ve tested things myself and they seem alright, you guys might spot some things I won&#039;t, so please let me know here if there are any issues. Now we&#039;re up to date, I can look at the extensions requested above :) --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 07:24, 29 December 2013 (EST)&lt;br /&gt;
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Pete has asked in a [http://www.strategycore.co.uk/forums/topic/10805-wiki-software-key-features/ thread] on the Strategycore.co.uk forums for suggestions of new features to add during the wiki software upgrade. Please go there for the discussion or post here what features you think relevant for the UFOPaedia upgrade. [[User:Hobbes|Hobbes]] 08:42, 27 December 2013 (EST)&lt;br /&gt;
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:That wasn&#039;t &#039;&#039;exactly&#039;&#039; what I was asking there - it was more &amp;quot;if there were an ideal WIKI software what would its main features be?&amp;quot;. Though I suppose if there are other features that are required (aside from the obvious &amp;quot;better spam filtering&amp;quot;) then I could see what&#039;s available after I&#039;ve upgraded. Just so you all know, I&#039;ve pencilled in 10am GMT tomorrow (see link for current time: http://wwp.greenwichmeantime.co.uk/time-zone/europe/uk/time/ ) to move UFOPaedia to the same server that StrategyCore now sits on. The move gives us more power to run the software and expand it and sees the end of recent server instability. I&#039;ll put up a message at the top of the site in a few minutes, but just so you all know what&#039;s going on and that there will be downtime for a few hours. Once you see the message disappear from the top of the screen, you&#039;ll be looking at the new server and can post again. Apologies for the short notice, but whilst it&#039;s quiet and I have time, I really need to do the move and get things more stable before attempting the upgrade. --[[User:Pete|Pete]] 14:39, 27 December 2013 (EST)&lt;br /&gt;
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::Most embedded images no longer display properly with the update, barring for a brief period during page load, only to disappear after page fully loads.  Tested in two browsers. [[User:Arrow Quivershaft|Arrow Quivershaft]] ([[User talk:Arrow Quivershaft|talk]]) 16:48, 29 December 2013 (EST)&lt;br /&gt;
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:::Can you give me a few examples of pages where this happens? I know I caused a weird issue for a while earlier on if you had www. at the start of the web address, so make sure you don&#039;t have that in your address bar, but aside from that I can&#039;t think of anything that would cause that without seeing a page where it&#039;s happening. If you can link a page AND describe which images disappear on it I can investigate further. --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 17:54, 29 December 2013 (EST)&lt;br /&gt;
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::Seems to be working fine now, thanks for the response! [[User:Arrow Quivershaft|Arrow Quivershaft]] ([[User talk:Arrow Quivershaft|talk]]) 19:50, 30 December 2013 (EST)&lt;br /&gt;
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== Watchlist E-Mails ==&lt;br /&gt;
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When I recieve E-Mails about edits on the EU2012 pages, it always take me to a new page because the bracket at the end is no included in the link for some reason&lt;br /&gt;
Eg. An E-Mail about Second Wave (EU2012) takes be to Second Wave (EU2012&lt;br /&gt;
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--[[User:Ditto51|Ditto51]] 03:45, 28 November 2013 (EST)&lt;br /&gt;
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== Simpler Main Page ==&lt;br /&gt;
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[[File:Cleaner Homepage Idea.png|200px|thumb|left]] I know this is going to generate all sorts of responses - there are some people here being quite negative about the new games (the old ones aren&#039;t coming back, nor have they gone away though!) and since UFO and TFTD seem to get the most love of all of the original series of games this idea might not go down too well, but what do you think?&lt;br /&gt;
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It is just an idea after all, but my train of thought was that (not intending to offend) the homepage is too busy. The links next to the intro text are a bit small, and then the game &amp;quot;contents&amp;quot; links are just way too far down the page for people to bother with so I thought perhaps something a bit more visible might be good, then lose EVERYTHING below the news. To my mind, the homepage should have your introduction, obvious links to the content people are searching for and then news - that&#039;s it. The contents further down the page are merely replicating what you get when you click on the game links anyway.&lt;br /&gt;
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I have introduced an issue using the 1994 UK box cover at the beginning there, so might be best having it alternate between the two or be half and half somehow, but I suspect that&#039;s the least of the comments I&#039;m going to get.&lt;br /&gt;
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So why would I want to promote the other minor games? Well... they&#039;re incomplete. Obviously this is because people aren&#039;t contributing content, but I&#039;m not sure it helps that the Games list on the left doesn&#039;t list them (I know &#039;&#039;why&#039;&#039; it doesn&#039;t, just pointing out that that will cause people to miss them).&lt;br /&gt;
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Another thought I had was a simple graphic - half and half - for old and new and go to a page listing the old and new games, but can&#039;t think of a sensible graphic for that.&lt;br /&gt;
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[[File:Analytics Content.gif|200px|thumb|left]]Something interesting to note is that since I fixed the tracking code for Google Analytics, it shows just how popular the new games are on this website.&lt;br /&gt;
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: Once upon a time I had been toying with the idea of changing the main page into a very simple page with almost no content, but instead set it up as a launchpad to the various &#039;main pages&#039; for the different games by way of the box covers as you have done.  That never eventuated - partly forgotten as with many ambitious ideas on the wiki in favour of other more exciting things in the recent updates, and a major change like that would&#039;ve been too much of a culture shock. But with all he new fangled extensions and other things the new software can do, perhaps a move back in that direction isn&#039;t a bad idea. It would be nice change to the traditional game intro screen at the top of the page. -[[User:NKF|NKF]] ([[User talk:NKF|talk]]) 08:07, 30 December 2013 (EST)&lt;br /&gt;
:Pete, I completely agree with your idea of dropping everything below the News since it&#039;s easier to simply use the left links and I doubt a lot of people bother to scroll down so much.&lt;br /&gt;
:Regarding the old vs. new games, one of the most telling graphs from Google Analytics is this one:&lt;br /&gt;
[[File:EU stats.png]]&lt;br /&gt;
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The first increase in daily visits on January 2012 is when XCOM: Enemy Unknown was announced, the massive spike in November 2012 is when it was released. But what&#039;s even more interesting is that for the same period, the Apocalypse page was the 2nd most visited, UFO Defense the 3th and TFTD the 7th. There&#039;s no info for Enemy Unknown 2012 though (there must have been a problem with Analytics since it only started recording visits to the EU2012 pages last month - this might also explain why the visits decreased from November 2012 onwards since visits to the EU2012 were not recorded by Analytics). To me this means that the old games are still live and kicking but also that the new game brought again a big interest on the series. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:23, 30 December 2013 (EST)&lt;br /&gt;
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[[File:Homepage 2.jpeg|200px|thumb|left|]] [[File:UFOPaedia-Homepage-3.jpg|200px|thumb|left|]]I&#039;ve been toying with some alternative graphics that are better than my original idea. There&#039;s a colour version, but it&#039;s a bit &amp;quot;full-on&amp;quot; on a predominantly black and white page, and a greyscale version that might work better. My thinking is that if they are both set to something like 49% width with the latter having 2% left padding, they will scale with the different screen sizes people will view it at. That sort of thing works a lot better in browsers nowadays. Any good? If they&#039;re both still a bit bold I could wash out the backgrounds a bit more (that or change the colour of UFOPaedia :D )&lt;br /&gt;
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:Grey Scale looks better, but it looks like you forgot [[The Bureau: XCOM Declassified|The Bureau Case]] on the Reboot series image--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 08:44, 1 January 2014 (EST)&lt;br /&gt;
::I agree with Ditto51, Grey Scale looks better. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 11:52, 4 January 2014 (EST)&lt;br /&gt;
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==Long War at Featured Projects==&lt;br /&gt;
I&#039;ve been having a discussion at the Nexusmods forums regarding the possibility of having a subwiki hosted at the UFOPaedia for the Enemy Unknown (2012)&#039;s Long War mod. This is a mod that has been in development for the past two years and has been highly praised by gaming magazines and EU&#039;s developers and the [http://www.nexusmods.com/xcom/mods/88/? beta] for Long War 3 (compatible with Enemy Within) has just been released. Any comments? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:15, 26 May 2014 (EDT)&lt;br /&gt;
:Hm, I&#039;d certianly say it&#039;s a noteworthy mod (though it may be more due to the fact that, in this day and age, information simply travels faster and with greater acessability/ease, than say, the mods for the &#039;94 game, but that&#039;s a different lecture), so I&#039;d say yes, a sub-wiki under XCOM:EU/EW, not as sure as to has a separate sidebar/front page space (besides in the news section, and &amp;quot;yes we have no bannanas&amp;quot; perma-link)(if you understand a thing of what the hell I just said/usually say) like the offical releases (ie; like how EW isn&#039;t in the sidebar, just vanilla EU). Also, I don&#039;t even see a mod/hack page on the xcom.wikia, so that&#039;d be another thing we&#039;d have over them, heh heh~ --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 07:35, 27 May 2014 (EDT)&lt;br /&gt;
::Well I&#039;ve just tried it the first time and downloading the latest beta. I had participated in a few discussions at Nexusmods regarding new features but I had never bothered playing (just another mod and it required a lot of user steps to install) since I had my hands more than full with EU/EW. All I can say is that this is as big as the Enemy Within DLC regarding new features and reworking of the existing ones, turning it into a different game and installation is much easier than before. &lt;br /&gt;
::So I&#039;d definitely add this to the Featured Projects since it&#039;s as big as UFO2000 and OpenXcom and it is more comparable to them rather than EW. The reason why EW is not on the sidebar is because it would require its own separate table and either a lot of duplication of already existing pages or it would be a rather small table. Long War on the other hand reworks the Strategic Layer (air interceptions, panic system, AI), soldier classes/abilities, equipment, Research tree, and several aspects of combat so it will require specific pages to detail all those changes. &lt;br /&gt;
::To finish, I&#039;d use the same rules for Long War as OpenXcom/UFO200: keep its pages completely separate from the EU2012 ones by using a (Long War) category and suffix; no links on EU/EW pages to Long War pages (to separate official games from fandom), and finally create a specific table for Long War, based on the current EU2012 table format. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 09:19, 27 May 2014 (EDT)&lt;br /&gt;
==Wiki Etiquette and Word Choice==&lt;br /&gt;
You should probably change &amp;quot;COULD OF&amp;quot; to &amp;quot;COULD HAVE&amp;quot;. Particularly since it&#039;s in bold. Unless you want everyone to notice your awful grasp of the language, of course. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 02:34, 19 September 2014 (EDT)&lt;br /&gt;
:Keep in mind that for several users English might not be their first language (myself included). Or that &#039;awful&#039; can be understood to be as insulting as &#039;autistic&#039; ;) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:35, 19 September 2014 (EDT)&lt;br /&gt;
::Spanish is my first language. Feel free to edit my Bureau entries, &#039;Shroom.... Which is pretty much &amp;quot;all entries for The Bureau.&amp;quot; Have fun! --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 17:27, 19 September 2014 (EDT)&lt;br /&gt;
:Hobbes: I have an awful grasp of French (significantly more awful, at that). Also, the reason I reacted to Connor wasn&#039;t that he&#039;d insulted Xuncu, but that he did so using a slur that implicitly insulted others (including me). Compare, for instance, the reason people get angry if someone calls a miser a Jew; they&#039;re not angry because of the insult to the miser, but because of the insult to all Jews by equating them with misers. My autistic obsession with X-Com has produced useful pages on this wiki; Connor&#039;s slur denied that and implicitly told me to GTFO. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 18:42, 19 September 2014 (EDT)&lt;br /&gt;
::You have a right to feel insulted whenever someone says something that offends you, but the way you communicate it to the offender is your decision. I find it easier not to take these situations too personally because ignorance is far more common than malice :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 18:57, 19 September 2014 (EDT)&lt;br /&gt;
:The two blend together in the context of hate speech; while specific malice toward the group in question is not necessarily required, a generally xenophobic mindset and a willingness to stereotype with callous disregard for accuracy &#039;&#039;&#039;is&#039;&#039;&#039; present in basically all cases. Hate speech &amp;quot;by mistake&amp;quot; (ie, using slurs without intending to) is extremely rare and easily distinguishable from the intentional sort. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:17, 19 September 2014 (EDT)&lt;br /&gt;
::Wikis have one [http://www.example.com principle] (amongst others) to work: &#039;&#039;&#039;assume good faith on the part of its users&#039;&#039;&#039;. I&#039;ve been [[Talk:Impossible_Difficulty_(EU2012)|called]] here &#039;pedantic&#039; due to my obsession with detail and personally the term has a negative connotation to me but I chose to assume good faith and accept the feedback. Otherwise, if we take slight on every badly chosen word, then this really hurts collaboration, which is what wikis are all about. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:50, 20 September 2014 (EDT)&lt;br /&gt;
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==XCOM2==&lt;br /&gt;
Off to the madness we head out again. :)&lt;br /&gt;
First issue is what suffix to add to page names to help classify and identify their content: (TFTD) for Terror From the Deep, (EU2012) for Enemy Unknown, etc. Any suggestions? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 22:34, 2 June 2015 (EDT)&lt;br /&gt;
:Like we&#039;ve been doing up to this point. EU, TFTD, Apoc, Int?, EU2012 and now I assume XCOM2. If the name changes in the future, we&#039;ll have to adjust the suffix accordingly. Which reminds me, I wonder why we use EU2012 suffix instead of just XCOM?--[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 23:49, 2 June 2015 (EDT)&lt;br /&gt;
:: EU2012 is a bit clumsy, but it helps disambiguate it from the original game. XCOM for the reboot would probably have been too generic (a bit like Gunship!). On the other hand XCOM2 should work as a temporary suffix for the new game. Or ADVENT perhaps? [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:00, 3 June 2015 (EDT)&lt;br /&gt;
::: IIRC the discussion, the EU2012 suffix came from with distinguishing the original EU from the remake, while avoiding using of XCOM as a suffix (too generic). I&#039;ve avoided using XCOM2 for this reason although there aren&#039;t other options at the moment. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 07:43, 3 June 2015 (EDT)&lt;br /&gt;
::::Hmmm, well I have no trouble telling the original apart from the reboot because the original had the dash (e.g. X-COM). Granted, the dash wasn&#039;t there right from the start, but it did become the de facto standard by TFTD and remained that way in one form or another (the middot: X&amp;amp;middot;COM was used for the logo a lot too). Likewise, I&#039;ll have no trouble differentiating between TFTD and XCOM2. Have no idea why others would get hung up on this, but whatever. --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 00:04, 4 June 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOGRAPH&amp;diff=65080</id>
		<title>Talk:UFOGRAPH</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOGRAPH&amp;diff=65080"/>
		<updated>2015-06-04T03:52:24Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* MOC1.LBM */ Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How can I get all the graphic tiles? Can I download them here or is there a way I can extract them from my game? [[User:RedNifre|RedNifre]] 13:24, 10 May 2008 (PDT)&lt;br /&gt;
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: You could try PCKView to extract the tiles. The [http://www.strategycore.co.uk/files/index.php?cid=43 Strategy Core file listings] should be of help there. -[[User:NKF|NKF]] 15:00, 10 May 2008 (PDT)&lt;br /&gt;
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== MOC1.LBM ==&lt;br /&gt;
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So is this &#039;&#039;&#039;really&#039;&#039;&#039; used for palette information by the game? From what I gather, it looks to just be an artifact that was packaged up by mistake by the devs. --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 00:18, 3 June 2015 (EDT)&lt;br /&gt;
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: Amusingly, yes. It does hold the palette data. First I renamed it, and TACTICAL would keep hanging every time the game switched to it. Then I replaced it with TFTD&#039;s ISLAND1.LBM, and suddenly I had blue skinned men with red hair walking around on orange grass. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:29, 3 June 2015 (EDT)&lt;br /&gt;
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::Thanks NKF, I updated the description to reflect this. Thinking back, I probably did test this out at one time but my memory isn&#039;t like it used to be. ;) --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 23:52, 3 June 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOGRAPH&amp;diff=65079</id>
		<title>UFOGRAPH</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOGRAPH&amp;diff=65079"/>
		<updated>2015-06-04T03:50:35Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* LBM (Atari Graphics File) */ Whoopsie, I guess hanging and crashing are different.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Various graphics files for the battlescape.&lt;br /&gt;
&lt;br /&gt;
==DAT==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[BGLOB.DAT]]&lt;br /&gt;
|Describes ambient light on map&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBLOB.DAT]]&lt;br /&gt;
|Motion scanner &amp;quot;blips&amp;quot; and directional arrows&lt;br /&gt;
|-&lt;br /&gt;
|[[MEDIBITS.DAT]]&lt;br /&gt;
|Medi-Kit body parts&lt;br /&gt;
|-&lt;br /&gt;
|[[SPICONS.DAT]]&lt;br /&gt;
|Special icons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LBM (Atari Graphics File)==&lt;br /&gt;
[[File:MOC1.png|MOC1.LBM|thumb]]&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| MOC1.LBM &lt;br /&gt;
| A partial jungle terrain graphic used for palette information. The game absolutely uses this, removing it causes the game to hang and supplying a different LBM will change the palette.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PCK==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|BIGOB_00.PCK to BIGOB_56.PCK&lt;br /&gt;
|Single image PCK files for inventory items. The indexes and pictures mimic the images in [[BIGOBS.PCK|UNITS\BIGOBS.PCK]] and are used only in the inventory screen.&lt;br /&gt;
|-&lt;br /&gt;
|[[CURSOR.PCK]]&lt;br /&gt;
|Animated cursor frames&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBORD2.PCK]]&lt;br /&gt;
|Motion Scanner background&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBORD.PCK]]&lt;br /&gt;
|Motion Scanner frame. Probably short for Detector Border&lt;br /&gt;
|-&lt;br /&gt;
|[[HIT.PCK]]&lt;br /&gt;
|Melee (HTH) attack hits&lt;br /&gt;
|-&lt;br /&gt;
|[[ICONS.PCK]]&lt;br /&gt;
|Battlescape icons&lt;br /&gt;
|-&lt;br /&gt;
|[[INTICON.PCK]]&lt;br /&gt;
|Interception icons&lt;br /&gt;
|-&lt;br /&gt;
|[[MEDIBORD.PCK]]&lt;br /&gt;
|Medi-Kit frame&lt;br /&gt;
|-&lt;br /&gt;
|[[SCANBORD.PCK]]&lt;br /&gt;
|Top-down map frame or Scanner Border&lt;br /&gt;
|-&lt;br /&gt;
|[[SMOKE.PCK]]&lt;br /&gt;
|Fire, Smoke, [[Rank]] Badges, and Weapon hits&lt;br /&gt;
|-&lt;br /&gt;
|[[UNIBORD.PCK]]&lt;br /&gt;
|Stat background&lt;br /&gt;
|-&lt;br /&gt;
|[[X1.PCK]]&lt;br /&gt;
|Explosions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SCR==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[TAC00.SCR]]&lt;br /&gt;
|Turn background&lt;br /&gt;
|-&lt;br /&gt;
|[[TAC01.SCR]]&lt;br /&gt;
|Inventory Screen Icons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SPK==&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Inventory_Backgrounds|MAN_0F0.SPK to MAN_3.SPK]]&lt;br /&gt;
|&amp;quot;Paperdoll&amp;quot; inventory images&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TAB==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! File &lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CURSOR.TAB&lt;br /&gt;
|Cursor frames&lt;br /&gt;
|-&lt;br /&gt;
| HIT.TAB&lt;br /&gt;
|Melee (HTH) attack hits&lt;br /&gt;
|-&lt;br /&gt;
| INTICON.TAB&lt;br /&gt;
|Interception Icons&lt;br /&gt;
|-&lt;br /&gt;
| SMOKE.TAB&lt;br /&gt;
|Fire, Smoke, Rank Badges, and Weapon hits&lt;br /&gt;
|-&lt;br /&gt;
| X1.TAB&lt;br /&gt;
|Explosion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Game Folders]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOGRAPH&amp;diff=65078</id>
		<title>UFOGRAPH</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOGRAPH&amp;diff=65078"/>
		<updated>2015-06-04T03:49:23Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* LBM (Atari Graphics File) */ Added breaking space.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Various graphics files for the battlescape.&lt;br /&gt;
&lt;br /&gt;
==DAT==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[BGLOB.DAT]]&lt;br /&gt;
|Describes ambient light on map&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBLOB.DAT]]&lt;br /&gt;
|Motion scanner &amp;quot;blips&amp;quot; and directional arrows&lt;br /&gt;
|-&lt;br /&gt;
|[[MEDIBITS.DAT]]&lt;br /&gt;
|Medi-Kit body parts&lt;br /&gt;
|-&lt;br /&gt;
|[[SPICONS.DAT]]&lt;br /&gt;
|Special icons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LBM (Atari Graphics File)==&lt;br /&gt;
[[File:MOC1.png|MOC1.LBM|thumb]]&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| MOC1.LBM &lt;br /&gt;
| A partial jungle terrain graphic used for palette information. The game absolutely uses this, removing it causes the game to crash and supplying a different LBM will change the palette.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PCK==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|BIGOB_00.PCK to BIGOB_56.PCK&lt;br /&gt;
|Single image PCK files for inventory items. The indexes and pictures mimic the images in [[BIGOBS.PCK|UNITS\BIGOBS.PCK]] and are used only in the inventory screen.&lt;br /&gt;
|-&lt;br /&gt;
|[[CURSOR.PCK]]&lt;br /&gt;
|Animated cursor frames&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBORD2.PCK]]&lt;br /&gt;
|Motion Scanner background&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBORD.PCK]]&lt;br /&gt;
|Motion Scanner frame. Probably short for Detector Border&lt;br /&gt;
|-&lt;br /&gt;
|[[HIT.PCK]]&lt;br /&gt;
|Melee (HTH) attack hits&lt;br /&gt;
|-&lt;br /&gt;
|[[ICONS.PCK]]&lt;br /&gt;
|Battlescape icons&lt;br /&gt;
|-&lt;br /&gt;
|[[INTICON.PCK]]&lt;br /&gt;
|Interception icons&lt;br /&gt;
|-&lt;br /&gt;
|[[MEDIBORD.PCK]]&lt;br /&gt;
|Medi-Kit frame&lt;br /&gt;
|-&lt;br /&gt;
|[[SCANBORD.PCK]]&lt;br /&gt;
|Top-down map frame or Scanner Border&lt;br /&gt;
|-&lt;br /&gt;
|[[SMOKE.PCK]]&lt;br /&gt;
|Fire, Smoke, [[Rank]] Badges, and Weapon hits&lt;br /&gt;
|-&lt;br /&gt;
|[[UNIBORD.PCK]]&lt;br /&gt;
|Stat background&lt;br /&gt;
|-&lt;br /&gt;
|[[X1.PCK]]&lt;br /&gt;
|Explosions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SCR==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[TAC00.SCR]]&lt;br /&gt;
|Turn background&lt;br /&gt;
|-&lt;br /&gt;
|[[TAC01.SCR]]&lt;br /&gt;
|Inventory Screen Icons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SPK==&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Inventory_Backgrounds|MAN_0F0.SPK to MAN_3.SPK]]&lt;br /&gt;
|&amp;quot;Paperdoll&amp;quot; inventory images&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TAB==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! File &lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CURSOR.TAB&lt;br /&gt;
|Cursor frames&lt;br /&gt;
|-&lt;br /&gt;
| HIT.TAB&lt;br /&gt;
|Melee (HTH) attack hits&lt;br /&gt;
|-&lt;br /&gt;
| INTICON.TAB&lt;br /&gt;
|Interception Icons&lt;br /&gt;
|-&lt;br /&gt;
| SMOKE.TAB&lt;br /&gt;
|Fire, Smoke, Rank Badges, and Weapon hits&lt;br /&gt;
|-&lt;br /&gt;
| X1.TAB&lt;br /&gt;
|Explosion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Game Folders]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOGRAPH&amp;diff=65077</id>
		<title>UFOGRAPH</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOGRAPH&amp;diff=65077"/>
		<updated>2015-06-04T03:48:34Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* LBM (Atari Graphics File) */ Added more of a description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Various graphics files for the battlescape.&lt;br /&gt;
&lt;br /&gt;
==DAT==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[BGLOB.DAT]]&lt;br /&gt;
|Describes ambient light on map&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBLOB.DAT]]&lt;br /&gt;
|Motion scanner &amp;quot;blips&amp;quot; and directional arrows&lt;br /&gt;
|-&lt;br /&gt;
|[[MEDIBITS.DAT]]&lt;br /&gt;
|Medi-Kit body parts&lt;br /&gt;
|-&lt;br /&gt;
|[[SPICONS.DAT]]&lt;br /&gt;
|Special icons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LBM (Atari Graphics File)==&lt;br /&gt;
[[File:MOC1.png|MOC1.LBM|thumb]]&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| MOC1.LBM &lt;br /&gt;
| A partial jungle terrain graphic used for palette information. The game absolutely uses this, removing it causes the game to crash and supplying a different LBM will change the palette.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PCK==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|BIGOB_00.PCK to BIGOB_56.PCK&lt;br /&gt;
|Single image PCK files for inventory items. The indexes and pictures mimic the images in [[BIGOBS.PCK|UNITS\BIGOBS.PCK]] and are used only in the inventory screen.&lt;br /&gt;
|-&lt;br /&gt;
|[[CURSOR.PCK]]&lt;br /&gt;
|Animated cursor frames&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBORD2.PCK]]&lt;br /&gt;
|Motion Scanner background&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBORD.PCK]]&lt;br /&gt;
|Motion Scanner frame. Probably short for Detector Border&lt;br /&gt;
|-&lt;br /&gt;
|[[HIT.PCK]]&lt;br /&gt;
|Melee (HTH) attack hits&lt;br /&gt;
|-&lt;br /&gt;
|[[ICONS.PCK]]&lt;br /&gt;
|Battlescape icons&lt;br /&gt;
|-&lt;br /&gt;
|[[INTICON.PCK]]&lt;br /&gt;
|Interception icons&lt;br /&gt;
|-&lt;br /&gt;
|[[MEDIBORD.PCK]]&lt;br /&gt;
|Medi-Kit frame&lt;br /&gt;
|-&lt;br /&gt;
|[[SCANBORD.PCK]]&lt;br /&gt;
|Top-down map frame or Scanner Border&lt;br /&gt;
|-&lt;br /&gt;
|[[SMOKE.PCK]]&lt;br /&gt;
|Fire, Smoke, [[Rank]] Badges, and Weapon hits&lt;br /&gt;
|-&lt;br /&gt;
|[[UNIBORD.PCK]]&lt;br /&gt;
|Stat background&lt;br /&gt;
|-&lt;br /&gt;
|[[X1.PCK]]&lt;br /&gt;
|Explosions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SCR==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[TAC00.SCR]]&lt;br /&gt;
|Turn background&lt;br /&gt;
|-&lt;br /&gt;
|[[TAC01.SCR]]&lt;br /&gt;
|Inventory Screen Icons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SPK==&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Inventory_Backgrounds|MAN_0F0.SPK to MAN_3.SPK]]&lt;br /&gt;
|&amp;quot;Paperdoll&amp;quot; inventory images&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TAB==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! File &lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CURSOR.TAB&lt;br /&gt;
|Cursor frames&lt;br /&gt;
|-&lt;br /&gt;
| HIT.TAB&lt;br /&gt;
|Melee (HTH) attack hits&lt;br /&gt;
|-&lt;br /&gt;
| INTICON.TAB&lt;br /&gt;
|Interception Icons&lt;br /&gt;
|-&lt;br /&gt;
| SMOKE.TAB&lt;br /&gt;
|Fire, Smoke, Rank Badges, and Weapon hits&lt;br /&gt;
|-&lt;br /&gt;
| X1.TAB&lt;br /&gt;
|Explosion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Game Folders]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Incendiary&amp;diff=65021</id>
		<title>Incendiary</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Incendiary&amp;diff=65021"/>
		<updated>2015-06-03T05:13:18Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Damage */ Added equation and example for probability of catching fire.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fire_ground.gif|Ground Fire Animation]] [[Image:Fire_unit.gif|Unit Fire Animation]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Incendiary]]&#039;&#039;&#039; (IN) ammunition creates a large area of &#039;&#039;&#039;fire&#039;&#039;&#039; on the [[battlescape]] equal to its [[#Blast Diameter|blast diameter]].  Incendiary rounds will burn for two turns on non-flammable terrain.  Flammable terrain will burn for longer, and the fire is likely to spread to any adjacent flammable tiles.  Aliens and unarmored X-COM agents can catch fire as well.&lt;br /&gt;
&lt;br /&gt;
Incendiary rounds do very little direct damage -- between 0 and 10 points per hit -- but continue to do damage every turn that a unit is in fire or on fire.  Due to the &amp;quot;[[Known_Bugs#Funky_Fire|funky fire]]&amp;quot; bug, units in or on fire will also take damage every time an incendiary round goes of &#039;&#039;anywhere&#039;&#039; on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
Incendiary rounds are available for the following weapons:&lt;br /&gt;
&lt;br /&gt;
*[[Auto-Cannon]]&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Rocket Launcher]]&lt;br /&gt;
&lt;br /&gt;
Some tiles may already be on fire at the start of the mission if the [[UFO Crash Recovery|UFO crashed]].&lt;br /&gt;
&lt;br /&gt;
== Blast Diameter ==&lt;br /&gt;
&lt;br /&gt;
*Auto-Cannon incendiary rounds have a blast diameter of 5 tiles; note that the southern tip of the &amp;quot;diamond&amp;quot; will always be missing.&lt;br /&gt;
*Heavy Cannon incendiary rounds have a blast diameter of 7 tiles.&lt;br /&gt;
*Incendiary rockets have a blast diameter of 9 tiles.&lt;br /&gt;
&lt;br /&gt;
                               X&lt;br /&gt;
                X           XXXXXXX&lt;br /&gt;
   X          XXXXX         XXXXXXX&lt;br /&gt;
  XXX         XXXXX         XXXXXXX&lt;br /&gt;
 XXXXX       XXXXXXX       XXXXXXXXX&lt;br /&gt;
  XXX         XXXXX         XXXXXXX&lt;br /&gt;
   X          XXXXX         XXXXXXX&lt;br /&gt;
                X           XXXXXXX&lt;br /&gt;
                               X&lt;br /&gt;
 &lt;br /&gt;
 AC-IN        HC-IN          RL-IN&lt;br /&gt;
&lt;br /&gt;
==Smoke==&lt;br /&gt;
[[Image:Smoke1.gif]] [[Image:Smoke2.gif]] [[Image:Smoke3.gif]]&lt;br /&gt;
A burning fire can also be used as an impromptu smoke screen. No smoke appears immediately, but smoke will appear outside the edges of the fire, as the fire slowly spreads in subsequent turns. The smoke begins on the first turn after the turn the incendiary round is fired. The smoke will spread vertically (upwards) as well as laterally. Smoke can block [[Line_of_sight|line of sight]].&lt;br /&gt;
&lt;br /&gt;
==Light== &lt;br /&gt;
[[File:FlarePattern.png|thumb|right|A single square of fire will illuminate the area within the grey line.]]&lt;br /&gt;
Fire not only damages aliens and obstacles hiding in dark corners of the map, but also illuminates the area for several turns. This is especially useful during [[Night Missions]].&lt;br /&gt;
&lt;br /&gt;
Any tile on fire will provide illumination within a 9 tile radius.  A large patch of fire will illuminate everything within 9 tiles of the outer edge of the fire.  Curiously, aliens on fire do not provide illumination.  Maybe they&#039;re [http://firecritic.com/2010/12/firefighters-guide-to-invisible-fire-otherwise-known-as-ethanol-fires/ made of ethanol] or something.&lt;br /&gt;
&lt;br /&gt;
==Damage== &lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;Incendiary damage mechanics are not fully understood and are being re-investigated by [[User:Zombie|Zombie]]. The information below is part of the picture but not the completely accurate picture. Treat with caution! More discussion is on the [[Talk:Incendiary|Talk page]].&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Brush and wood on fire will eventually be consumed, leaving a flat scorched-earth [[MCD|tile]]. &lt;br /&gt;
&lt;br /&gt;
* If a [[Zombie]] is killed by the explosive impact of any form of Incendiary munitions, the [[Chryssalid]] larva will be burnt up instead of hatching. However, Zombies have high [[Alien Stats|hit points]] and will have to be near death to be killed by an IN round, per se.&lt;br /&gt;
&lt;br /&gt;
* UFO interiors and dropped items are fireproof, even if their owners aren&#039;t. Silverblade recommends combining this fact with the diagonal wall bug and an incendiary rocket to roast them in the shell.&lt;br /&gt;
&lt;br /&gt;
* Damage caused by fire does not alter [[Morale]] level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; forms of manufactured X-COM armor will completely block the effects of fire -- including direct hits from incendiary rounds. Soldiers not wearing armor take [[Health]] damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldiers wearing armour, if wounded, can die from spreading fire.&#039;&#039;&#039;  Apparently if the damage the fire would inflict exceeds the soldier&#039;s remaining [[health]], the soldier will die.  If the damage is not enough to kill the soldier that turn, no damage will be inflicted.  This bug only applies to &#039;&#039;spreading&#039;&#039; fire, and will not affect a wounded soldier already standing in fire.&lt;br /&gt;
&lt;br /&gt;
* Certain creatures take increased or decreased [[Damage#Damage_Modifiers|damage]] from incendiary rounds:&lt;br /&gt;
**More Vulnerable:&lt;br /&gt;
***170% - Reaper         &lt;br /&gt;
**Less Vulnerable:&lt;br /&gt;
***80% - Chryssalid     &lt;br /&gt;
***70% - Ethereal, Snakeman       &lt;br /&gt;
***40% - Tanks/Hovertanks          &lt;br /&gt;
*** 0% - Silacoid (rocks don&#039;t burn!)&lt;br /&gt;
&lt;br /&gt;
* Initial &amp;quot;impact&amp;quot; damage from incendiary ammunition is either for no points (unit does not catch fire), or between 5-10 points (unit catches fire). Since the distribution is randomly chosen from the set [ 0, 5, 6, 7, 8, 9, 10 ] (seven values), the probability of remaining unharmed is 14% (1/7), while there is an 86% chance (6/7) a unit will take some damage. The average damage is 6.4.&lt;br /&gt;
&lt;br /&gt;
* Units standing in a blaze (as opposed to being on fire themselves) will receive between 1-12 damage points, most likely determined by the flammability rating of their tile ([[MCD]] offset 45). The chance of catching fire is determined by an if-then statement: IF Random(100)&amp;lt;40*Damage Modifier/100 THEN Catch Fire. So for example, a normal unarmored soldier (with a damage modifier to IN=100) has a probability of catching fire of: Random(100)&amp;lt;40*100/100 = Random(100)&amp;lt;40 Which means that rookie will catch fire 40% of the time. From a previous 6000+ trial conducted by [[User:Zombie|Zombie]] soldiers have a 33% chance of catching fire. It&#039;s unknown why these numbers don&#039;t match, but it&#039;s possible the sample size was still too small.&lt;br /&gt;
&lt;br /&gt;
* Once lit, units burn for a slightly random amount of time, taking 5-10 damage points each turn. (If units fall unconscious, they do not continue to burn.) Thus the average total damage is 21.5 points (3 x 7.5), but could be as high as 50. Compare that [[Alien Stats|alien health values]] range from 30 to 120... it can kill or seriously damage sectoids, floaters (if on ground!), and maybe snakes, but barely warms up mutons. Terrorists are hardly touched (but now you might have their attention). Unsurprisingly, the equation used to determine how long a unit will remain on fire depends on the damage modifier of the unit in question: MaxTime=5*Damage Modifier/100, Duration=Random(MaxTime). So for example, if a tank (damage modifier to IN=40) catches fire it will remain lit for MaxTime=5*40/100=2; Duration=Random(2) or 1-2  turns.&lt;br /&gt;
&lt;br /&gt;
* Smoke does not snuff out units on fire.&lt;br /&gt;
&lt;br /&gt;
* Ultimately, in comparison with other ammo types, incendiary ammo is both weak and slow. Most of the time you will want to use it for other purposes (light, blocking LOS, clearing areas) and consider any damage a plus. However, it can be particularly effective against sectoids - so have plenty of IN for your early-game missions. Barbecue spits are optional.&lt;br /&gt;
&lt;br /&gt;
==Spreading==&lt;br /&gt;
Fires can spread one tile in every direction, in ideal conditions (such as wheat fields and haylofts). However, since [[Battlescape_Map_Generation|no map]] is a pure wheat field and many tile types are unlikely to burn, they eventually go out.&lt;br /&gt;
&lt;br /&gt;
Unarmored soldiers can walk through fire unscathed, but don&#039;t be left standing on &#039;&#039;&#039;&#039;&#039;or next to&#039;&#039;&#039;&#039;&#039; a burning tile at the end of the turn. That&#039;s when the fire-spreading code runs. Incendiaries also restrict alien movement; they, too, try to avoid fire.&lt;br /&gt;
&lt;br /&gt;
Explosives (any weapon with [[damage]] type [[Explosives|HE]]) can start fires, particularly in mountains (due to a [[Explosives#Mile-High_Madness|bug]]). Copious use of explosives on thick cover can flush out the enemy - but you have an [[Managing_the_Item_Limit|80-item limit]].&lt;br /&gt;
&lt;br /&gt;
Explosives will not put out fires, per se. You can directly destroy tile flammability via [[Explosives#Tile_Characteristics|explosives]] so that areas can&#039;t burn (or stop burning), but it&#039;s tricky. (How accurate is your [[Throwing_Accuracy|throwing]]?) In theory, it&#039;s possible for your team to corral or even direct flames, but how many folks have tried this? Please put any good war stories along these lines on this page&#039;s Discussion.&lt;br /&gt;
&lt;br /&gt;
==Quirks, Tips, And Tricks==&lt;br /&gt;
XCOM makes a brave attempt to model fire. However, there are some quirks:&lt;br /&gt;
&lt;br /&gt;
*If a unit (alien or friendly) is on fire or standing in flames, an incendiary explosion &#039;&#039;anywhere else on the map&#039;&#039; will damage it, even if you just shoot an IN round at a random patch of ground.&lt;br /&gt;
&lt;br /&gt;
*Friendly units standing in &#039;&#039;&#039;smoke&#039;&#039;&#039; will take &#039;&#039;&#039;STUN&#039;&#039;&#039; damage every time an incendiary round explodes, &#039;&#039;&#039;even if armored.&#039;&#039;&#039; Alien units are not affected (needs further testing).&lt;br /&gt;
&lt;br /&gt;
*Aliens not facing you will not respond with reaction fire when hit (directly or indirectly) by an incendiary round (see [[Reaction fire triggers]]).&lt;br /&gt;
&lt;br /&gt;
* Smoke and flames do not mix. Only one type may exist on a particular tile on a particular turn. To quickly smother a blaze simply drop a primed [[Smoke Grenade]] in the center. This is a fairly useful trick for unarmored soldiers who want to safely cross a blaze without waiting for it to burn out by itself. But remember, you can cross a blaze safely - just don&#039;t stop in or next to one.&lt;br /&gt;
&lt;br /&gt;
*There is an upper limit to how many squares can be on fire or in smoke (400 squares total for both). Once you have a good sized blaze going (forest fire, anyone?) further incendiary rounds will seem to fizzle, because no more fire can be created. Impact damage will still be dealt and units can still be set on fire. Still, existing smoke-covered tiles can be turned into fire instead of smoke, and vice versa. &lt;br /&gt;
&lt;br /&gt;
*The damage values listed in the [[UFOpaedia]] do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames. Fire is unlike other damage; it works at initial blast and then over time, as described above.&lt;br /&gt;
&lt;br /&gt;
*Shots made with IN rounds never count as &amp;quot;hitting&amp;quot; for the purposes of firing accuracy [[experience]], but reaction shots are counted and can go towards better reaction stats. &lt;br /&gt;
&lt;br /&gt;
*Incendiary rounds (and other forms of fire) do not damage valuable equipment/loot; even corpses will not burn.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOGRAPH&amp;diff=65020</id>
		<title>Talk:UFOGRAPH</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOGRAPH&amp;diff=65020"/>
		<updated>2015-06-03T04:18:13Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* MOC1.LBM */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How can I get all the graphic tiles? Can I download them here or is there a way I can extract them from my game? [[User:RedNifre|RedNifre]] 13:24, 10 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: You could try PCKView to extract the tiles. The [http://www.strategycore.co.uk/files/index.php?cid=43 Strategy Core file listings] should be of help there. -[[User:NKF|NKF]] 15:00, 10 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== MOC1.LBM ==&lt;br /&gt;
&lt;br /&gt;
So is this &#039;&#039;&#039;really&#039;&#039;&#039; used for palette information by the game? From what I gather, it looks to just be an artifact that was packaged up by mistake by the devs. --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 00:18, 3 June 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOGRAPH&amp;diff=65019</id>
		<title>UFOGRAPH</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOGRAPH&amp;diff=65019"/>
		<updated>2015-06-03T04:13:51Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* TAB */ Added description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Various graphics files for the battlescape.&lt;br /&gt;
&lt;br /&gt;
==DAT==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[BGLOB.DAT]]&lt;br /&gt;
|Describes ambient light on map&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBLOB.DAT]]&lt;br /&gt;
|Motion scanner &amp;quot;blips&amp;quot; and directional arrows&lt;br /&gt;
|-&lt;br /&gt;
|[[MEDIBITS.DAT]]&lt;br /&gt;
|Medi-Kit body parts&lt;br /&gt;
|-&lt;br /&gt;
|[[SPICONS.DAT]]&lt;br /&gt;
|Special icons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LBM (Atari Graphics File)==&lt;br /&gt;
[[File:MOC1.png|MOC1.LBM|thumb]]&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| MOC1.LBM &lt;br /&gt;
| A partial jungle terrain graphic used for palette information&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PCK==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|BIGOB_00.PCK to BIGOB_56.PCK&lt;br /&gt;
|Single image PCK files for inventory items. The indexes and pictures mimic the images in [[BIGOBS.PCK|UNITS\BIGOBS.PCK]] and are used only in the inventory screen.&lt;br /&gt;
|-&lt;br /&gt;
|[[CURSOR.PCK]]&lt;br /&gt;
|Animated cursor frames&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBORD2.PCK]]&lt;br /&gt;
|Motion Scanner background&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBORD.PCK]]&lt;br /&gt;
|Motion Scanner frame. Probably short for Detector Border&lt;br /&gt;
|-&lt;br /&gt;
|[[HIT.PCK]]&lt;br /&gt;
|Melee (HTH) attack hits&lt;br /&gt;
|-&lt;br /&gt;
|[[ICONS.PCK]]&lt;br /&gt;
|Battlescape icons&lt;br /&gt;
|-&lt;br /&gt;
|[[INTICON.PCK]]&lt;br /&gt;
|Interception icons&lt;br /&gt;
|-&lt;br /&gt;
|[[MEDIBORD.PCK]]&lt;br /&gt;
|Medi-Kit frame&lt;br /&gt;
|-&lt;br /&gt;
|[[SCANBORD.PCK]]&lt;br /&gt;
|Top-down map frame or Scanner Border&lt;br /&gt;
|-&lt;br /&gt;
|[[SMOKE.PCK]]&lt;br /&gt;
|Fire, Smoke, [[Rank]] Badges, and Weapon hits&lt;br /&gt;
|-&lt;br /&gt;
|[[UNIBORD.PCK]]&lt;br /&gt;
|Stat background&lt;br /&gt;
|-&lt;br /&gt;
|[[X1.PCK]]&lt;br /&gt;
|Explosions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SCR==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[TAC00.SCR]]&lt;br /&gt;
|Turn background&lt;br /&gt;
|-&lt;br /&gt;
|[[TAC01.SCR]]&lt;br /&gt;
|Inventory Screen Icons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SPK==&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Inventory_Backgrounds|MAN_0F0.SPK to MAN_3.SPK]]&lt;br /&gt;
|&amp;quot;Paperdoll&amp;quot; inventory images&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TAB==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! File &lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CURSOR.TAB&lt;br /&gt;
|Cursor frames&lt;br /&gt;
|-&lt;br /&gt;
| HIT.TAB&lt;br /&gt;
|Melee (HTH) attack hits&lt;br /&gt;
|-&lt;br /&gt;
| INTICON.TAB&lt;br /&gt;
|Interception Icons&lt;br /&gt;
|-&lt;br /&gt;
| SMOKE.TAB&lt;br /&gt;
|Fire, Smoke, Rank Badges, and Weapon hits&lt;br /&gt;
|-&lt;br /&gt;
| X1.TAB&lt;br /&gt;
|Explosion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Game Folders]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOGRAPH&amp;diff=65018</id>
		<title>UFOGRAPH</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOGRAPH&amp;diff=65018"/>
		<updated>2015-06-03T04:12:25Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* PCK */ Added description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Various graphics files for the battlescape.&lt;br /&gt;
&lt;br /&gt;
==DAT==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[BGLOB.DAT]]&lt;br /&gt;
|Describes ambient light on map&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBLOB.DAT]]&lt;br /&gt;
|Motion scanner &amp;quot;blips&amp;quot; and directional arrows&lt;br /&gt;
|-&lt;br /&gt;
|[[MEDIBITS.DAT]]&lt;br /&gt;
|Medi-Kit body parts&lt;br /&gt;
|-&lt;br /&gt;
|[[SPICONS.DAT]]&lt;br /&gt;
|Special icons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==LBM (Atari Graphics File)==&lt;br /&gt;
[[File:MOC1.png|MOC1.LBM|thumb]]&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| MOC1.LBM &lt;br /&gt;
| A partial jungle terrain graphic used for palette information&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PCK==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|BIGOB_00.PCK to BIGOB_56.PCK&lt;br /&gt;
|Single image PCK files for inventory items. The indexes and pictures mimic the images in [[BIGOBS.PCK|UNITS\BIGOBS.PCK]] and are used only in the inventory screen.&lt;br /&gt;
|-&lt;br /&gt;
|[[CURSOR.PCK]]&lt;br /&gt;
|Animated cursor frames&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBORD2.PCK]]&lt;br /&gt;
|Motion Scanner background&lt;br /&gt;
|-&lt;br /&gt;
|[[DETBORD.PCK]]&lt;br /&gt;
|Motion Scanner frame. Probably short for Detector Border&lt;br /&gt;
|-&lt;br /&gt;
|[[HIT.PCK]]&lt;br /&gt;
|Melee (HTH) attack hits&lt;br /&gt;
|-&lt;br /&gt;
|[[ICONS.PCK]]&lt;br /&gt;
|Battlescape icons&lt;br /&gt;
|-&lt;br /&gt;
|[[INTICON.PCK]]&lt;br /&gt;
|Interception icons&lt;br /&gt;
|-&lt;br /&gt;
|[[MEDIBORD.PCK]]&lt;br /&gt;
|Medi-Kit frame&lt;br /&gt;
|-&lt;br /&gt;
|[[SCANBORD.PCK]]&lt;br /&gt;
|Top-down map frame or Scanner Border&lt;br /&gt;
|-&lt;br /&gt;
|[[SMOKE.PCK]]&lt;br /&gt;
|Fire, Smoke, [[Rank]] Badges, and Weapon hits&lt;br /&gt;
|-&lt;br /&gt;
|[[UNIBORD.PCK]]&lt;br /&gt;
|Stat background&lt;br /&gt;
|-&lt;br /&gt;
|[[X1.PCK]]&lt;br /&gt;
|Explosions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SCR==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[TAC00.SCR]]&lt;br /&gt;
|Turn background&lt;br /&gt;
|-&lt;br /&gt;
|[[TAC01.SCR]]&lt;br /&gt;
|Inventory Screen Icons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SPK==&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!File&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Inventory_Backgrounds|MAN_0F0.SPK to MAN_3.SPK]]&lt;br /&gt;
|&amp;quot;Paperdoll&amp;quot; inventory images&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==TAB==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! File &lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CURSOR.TAB&lt;br /&gt;
|Cursor frames&lt;br /&gt;
|-&lt;br /&gt;
| HIT.TAB&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| INTICON.TAB&lt;br /&gt;
|Interception Icons&lt;br /&gt;
|-&lt;br /&gt;
| SMOKE.TAB&lt;br /&gt;
|Fire, Smoke, Rank Badges, and Weapon Hits&lt;br /&gt;
|-&lt;br /&gt;
| X1.TAB&lt;br /&gt;
|Explosion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Game Folders]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=65017</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=65017"/>
		<updated>2015-06-03T03:52:11Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* XCOM2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
::::: Right now it depends on the width of the browser and the content in the Featured Article. I might be able to set some auto-width on the XCOM New window. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT) &lt;br /&gt;
:::::: I was wondering if it wouldn&#039;t be better to bring up the Enemy Unknown 2012 table as the first table, at least for some time after the game is released. With my current maximum resolution both tables still appear one over the other, and I think the UFO Defense table might need a little reorganization and after it is done both games go back to being side by side. Or any other ideas. [[User:Hobbes|Hobbes]] 20:15, 8 October 2012 (EDT)&lt;br /&gt;
::::::: What?! This layout should work with all resolutions down to 1280x720 without stacking items. So it should be fine on everything except the smallest ( &amp;lt;11&amp;quot; ) notepads and pads. --[[User:Kokkan|Kokkan]] 04:49, 9 October 2012 (EDT)&lt;br /&gt;
:::::::: My resolution on my monitor is 1280x1024 and both tables are stacked. [[User:Hobbes|Hobbes]] 05:00, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Same issue here with the overlapping tables, and my screen&#039;s 1024 pixels wide. Doesn&#039;t look any better on the tablet. Quick solution: Break the table out and have it on top ala the original&#039;s old main table, and have the original follow immediately after. &lt;br /&gt;
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A while back I had wanted to redesign the front page but had to shelve it (and then quickly forgot about it). That was to make the main page just contain the news and a list of box art for the various games that point the users to separate main pages for the different titles, allowing the main tables for each title to be a bit more elaborate. Perhaps this might be a good time to resurrect that concept? [[User:NKF|NKF]] 07:15, 9 October 2012 (EDT)&lt;br /&gt;
:I&#039;ll place the EU 2012 table on top of the original game table (*sniff* *sniff*) for now until a permanent solution is found or the issue is fixed. I&#039;m good with that solution or any other.&lt;br /&gt;
:Quick fix: I&#039;ve moved it to the Featured section. [[User:Hobbes|Hobbes]] 08:03, 9 October 2012 (EDT)&lt;br /&gt;
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:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
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:: We can set the hight at fixed values, but I really don&#039;t see a point to it. Since the size of the content will change. I prefer the parentheses in the naming, it clarifies what game the page relates to, and I don&#039;t see an extensive problem in linking to pages. Like ( [[Enemy_Unknown_(2012)|Enemy Unknown]]). On the UFOpaedia &amp;amp; OpenXcom logo, I fully agree. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT)&lt;br /&gt;
::: One easy trick to link pages with the (EU2012) suffix is to open the top page on the category, which usually contains a list of all items related with that subject, press edit and then copy/paste the links. [[User:Hobbes|Hobbes]] 09:19, 5 October 2012 (EDT)&lt;br /&gt;
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== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]]&lt;br /&gt;
[[File:Blue badge XCOM EU.png|100px|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
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Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
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:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;br /&gt;
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:: I say keep the old X-logo, show the roots and lets not take over the entire wiki with EU2012. Use the new logos at appropriate EU2012 pages. --[[User:Kokkan|Kokkan]] 08:55, 5 October 2012 (EDT)&lt;br /&gt;
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::: Not selling ourselves completely eh? ;) Well I just have to say I love the yellow and black insignia - that&#039;s probably the first XCOM logo/icon I really enjoy :) [[User:Hobbes|Hobbes]] 09:15, 5 October 2012 (EDT)&lt;br /&gt;
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:Showing roots is good, too. The gold one does not seem as high-rez as the other... can we get it any better? -[[User:MikeTheRed|MikeTheRed]] 09:55, 5 October 2012 (EDT)&lt;br /&gt;
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== Disambiguation of 1994 vs 2012 Entries ==&lt;br /&gt;
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See for example the Sectoid entry, where a link to Sectoid (EU2012) has just been added as the first line of the entry. Are we going to do that for every entry that has the same name in 1994 as in 2012? That&#039;s a lot of minor edits someone will need to make! And putting these cross references under See Also would be less intrusive. But maybe a lot of enquiries from new site users are going to be related to EU 2012, and they will be confused if the cross reference is not clear and up-front. Let&#039;s agree a standard approach for this. As an alternative we could use disambiguation pages that show links to both the 1994 and the 2012 versions. Instead or as well, we could start moving 1994 pages by appending (EU1994) to the name.  That&#039;s also quite a lot of work, but may be clearer in the long term. Even more work comes in if we were to use for example [[Sectoid]] as the disambiguation page, because that would mean rewriting all links to Sectoid in all the 1994 entries of the Ufopaedia. Thoughts everyone? [[User:Spike|Spike]] 03:56, 19 October 2012 (EDT)&lt;br /&gt;
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On a related point - do we really need to append (EU2012) to every entry? I would think it&#039;s only necessary when the same term is used in both games. So it makes sense for Sectoid, but not so much sense for Gollop Chamber. I would suggest that for a term that is &#039;&#039;definitely&#039;&#039; unique to EU 2012, the (EU2012) suffix is not required. But there should always be an EU 2012 Category tag on the entry. [[User:Spike|Spike]] 06:28, 19 October 2012 (EDT)&lt;br /&gt;
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: If we don&#039;t tag everything now, do we risk the same issue we&#039;re running into with UFO Defense? Also, the new Sectoid page has a space between EU and 2012. No other new page has that. My OCD is making me want to stab people. Is there a way to edit it to not have a space? As far as which way to go, I prefer disambiguation pages much like wikipedia does, but that typically requires tagging both. I would be happy to do the leg work and chase down all the 1994 ones but I don&#039;t like how EU1994 looks (especially since it says 1994 in the Games column to the left [sorry - fixed that - Spike] ) and I don&#039;t know how to update page names. --[[User:PixelOrange|PixelOrange]] 06:34, 19 October 2012 (EDT)&lt;br /&gt;
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:: Yes, we do need to keep the games a part to not run into conflicting pages/links. Hence we suffix ALL pages on the NEW game &#039;&#039;(EU2012)&#039;&#039;; this is the simplest and most clear way to do it. It does make it a bit of a hassle to link stuff yes. Even if some parts are unique, keep with the naming convention to keep it all as clear as possible. No, There is NO WAY we can do the same for the original game, there is just to much pages and links (and if we start and don&#039;t complete or something goes wrong, the wiki is in a fucked up state). So all pages on Enemy Unknown without the suffix refers to the original game. --[[User:Kokkan|Kokkan]] 07:12, 19 October 2012 (EDT)&lt;br /&gt;
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:::So, if we&#039;re not going to retroactively update the old Enemy Unknown, redirects at the top of every page is my favorite choice (just as they do over at wikipedia). It gives you a quick link right at the top of the page, it&#039;s non-intrusive, and it&#039;s easy to implement across the board. --[[User:PixelOrange|PixelOrange]] 07:38, 19 October 2012 (EDT)&lt;br /&gt;
:::: OK but that&#039;s only going to be workable for the EU2012 pages, right? Any modification to all of the EU1994 pages is a big task, whether it&#039;s a disambiguation link at the top of the page, or a systematic rename to suffix &amp;quot;EU1994&amp;quot; on to the end of the page name - the workload is similar. I guess we could take a policy that says - anytime you create an EU2012 page, check to see if an EU1994 page of the same name exists. If so, add disambiguation links to the top of both pages. Or, for that matter, Move the EU1994 page by adding the suffix to its name. By the way, Move is how you rename a page, and the old name is preserved as a redirect to the new name. [[User:Spike|Spike]] 08:12, 19 October 2012 (EDT)&lt;br /&gt;
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::::: I agree that disambiguation notices/links on top of pages probably is the best way to handle this (as in the [[Sectoid]] page). Moving and creating disambiguation pages is to much workload, and to have some (EU1994) pages and some without would be even more confusing. So I say no (EU1994) suffixes at all. --[[User:Kokkan|Kokkan]] 09:17, 19 October 2012 (EDT)&lt;br /&gt;
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:::::: I don&#039;t think it&#039;s that cut and dried myself. Moving (renaming) the old pages is less workload than creating the disambiguation links. Also, adding the disambiguation links will disrupt the style / formatting of the existing EU 1994 pages which were not designed to have these links at the top, and which have had a lot of effort put into their layout over the years. Creating a disambiguation page with the &amp;quot;base&amp;quot; name, eg &amp;quot;Sectoid&amp;quot;, the same name as the existing 1994 page, is a huge workload, because then all the links will break. Creating a new page called &amp;quot;Sectoid (disambiguation&amp;quot; and redirecting to it is not much better. A simple Move/rename will not break any links, meaning low workload - same as inserting a disambiguation link/notice. Keep in mind that the scope of the problem is only the pages for terms that exist in both games. &amp;quot;Sectoid (EU1994)&amp;quot; vs &amp;quot;Sectoid (EU2012)&amp;quot; is part of the required disambiguation workload. Heavy Cannon (unique to EU1994) vs Alloy Cannon (unique to EU2012) does not need to be part of the workload. It&#039;s a safe strategy to keep naming all new 2012 pages with the EU2012 suffix, but whatever method is selected does not need to be applied to all pages in both games. For example, we do not label all TFTD pages with (TFTD). We don&#039;t say &amp;quot;Tentaculat (TFTD)&amp;quot; and &amp;quot;Chrysallid (EU)&amp;quot;. We do say &amp;quot;Zombie (TFTD)&amp;quot; and &amp;quot;Zombie (EU)&amp;quot; (even though the differences are only cosmetic). [[User:Spike|Spike]] 09:51, 19 October 2012 (EDT)&lt;br /&gt;
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::::::: We already had this discussion a while ago because of Apocalypse and the common elements of the series that extend to it and TFTD. I don&#039;t recall the discussion but you guys mentioned the main topics but the idea was to start using the suffixes, specially when creating new pages, and not to worry about the existing pages because of the workload involved. It&#039;s basically to avoid the mess of the original game&#039;s pages regarding naming and to help categorize identify pages.  &lt;br /&gt;
::::::: This method makes linking a bit harder but it&#039;s a matter of using a few tricks (which I already use when linking on the original game), like open and edit the section page (Soldiers, Weapons, Alien Life Forms, etc.) and just copy/paste the links you need. That&#039;s also why the section pages usually consist of lists of items.&lt;br /&gt;
::::::: Finally me and Spike can delete, move and rename pages, as an administrators so just let us know what you need :) [[User:Hobbes|Hobbes]] 11:09, 19 October 2012 (EDT)&lt;br /&gt;
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:::::::: I&#039;ve been thinking about the effects these new XCOM games (EU 2012 and the upcoming FPS) may have on the future of the series. If XCOM sees more games even further in the future that involve the aliens from the original, I don&#039;t think links at the top of the page is going to do the trick. We should make disimbaguation pages now to pave the way for recurring aliens and items that may make an appearance in any potential future installments. Just a thought!--[[User:SuicidalSectoid|SuicidalSectoid]] 21:26, 19 October 2012 (EDT)&lt;br /&gt;
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Another option that I&#039;ve been thinking over is asking Pete if he could set up a separate Wiki for the modern title(s) and keep this one for the classic titles. It would keep things tidy, and there&#039;s actually little crossover or common material between the new and old apart for historical and ancestry referential purposes. [[User:NKF|NKF]] 21:46, 19 October 2012 (EDT)&lt;br /&gt;
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:: Personally I think all games of the series, old or new, should be all united in a single wiki. It helps this one grow, instead of just running out of material. It also shows how the series began and progressed to become what it is today. It helps people who are new to the series find older games in the series far easier and learn all their quirks and strategies. Of course there is what I mentioned above to consider, if this series really has been revived, then more games in the series may emerge and the new wiki could end up being &amp;quot;untidy&amp;quot;.--[[User:SuicidalSectoid|SuicidalSectoid]] 10:54, 20 October 2012 (EDT)&lt;br /&gt;
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== Pretty Colours ==&lt;br /&gt;
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You know what&#039;d be cool? Different page themes depending on the game. Say for example, yellow for TFTD, red for Apocalypse, black / dark grey for XCOM, and so on. Or maybe even custom wallpaper for each title - nothing overly eye-catching, just an easy way to differentiate what you&#039;re looking at with a glance.&lt;br /&gt;
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We&#039;d need an extension to do it (I&#039;ve already got my eye on [http://www.mediawiki.org/wiki/Extension%3aPageCSS a simple looking one]), but before I bug Pete about it, what say ye all? The way I see it, we&#039;d need to make one template page per &amp;quot;theme&amp;quot; - but then we&#039;d need to edit just about every page on the wiki to implement them...&lt;br /&gt;
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- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:59, 18 January 2013 (EST)&lt;br /&gt;
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: I wanted to do something similar many years ago when I started making the navbars so that when people went to a page, they&#039;d go &amp;quot;oh, this is EU or TFTD&amp;quot; just by the colours. Didn&#039;t get received very well if I remember correctly. But, with todays better versions of wiki software and scripts, why not? Go for it I say. -[[User:NKF|NKF]] 17:47, 18 January 2013 (EST)&lt;br /&gt;
: I think that&#039;s a wonderful idea, the issue is to pick a good color design that retains readability. [[User:Hobbes|Hobbes]] 18:30, 18 January 2013 (EST)&lt;br /&gt;
:Great Idea! I second what Hobbes is saying about readability. If you can&#039;t read what&#039;s on the page there&#039;s no point to new colours.--[[User:SuicidalSectoid|SuicidalSectoid]] 17:45, 25 March 2013 (EDT)&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;So, yeah, I did bug Pete, and not long after he delivered: We&#039;ve had the plugin online a while now...&lt;br /&gt;
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Anyway, this afternoon I sat down and plugged some stuff into it. It works much like I hoped (though unfortunately it doesn&#039;t have much control over images - can&#039;t set them as background for eg). Adding the tag &#039;&#039;&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;&#039;&#039; to a page and saving it (or, perhaps for now, previewing it - though I&#039;ve applied it to THIS page for now) applies the effects within that template.&lt;br /&gt;
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That one&#039;s just an experiment, might be a little garish maybe (I basically grabbed colour codes out of screenshots from EU2012; I won&#039;t call myself an artist), and doesn&#039;t yet override every wiki element that needs to be handled - but I reckon it&#039;s a decent start.  :) &lt;br /&gt;
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- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 03:47, 21 April 2013 (EDT)&lt;br /&gt;
:I like it. [[User:Leman Russ|Leman Russ]] 04:05, 21 April 2013 (EDT) &#039;&#039;Thanks! - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&#039;&#039;&lt;br /&gt;
:Nice, I like trying to replicate but the colors sure need some testing. One thing I&#039;m wondering: is it possible to use the font used in EU2012 (it seems to be Century Gothic)? Another suggestion I&#039;d make is to replace the XCOM logo on the top left with the new one. &lt;br /&gt;
:I&#039;ve applied the styling to the page I&#039;m currently working on: [[Class_Builds_(EU2012)]]. The main issue is the color of the links (dark blue isn&#039;t the best for contrast). Another thing needed would be to change the default colors used in the table templates to match the new style. [[User:Hobbes|Hobbes]] 04:36, 21 April 2013 (EDT)&lt;br /&gt;
::Apparently Century Gothic is not installed on most machines by default. It may be possible to load it on to the wiki somewhere and get viewers to download it as needed, but I really dunno. I&#039;m guessing &#039;MS PGothic&#039; is the best match that&#039;s widespread - I&#039;ve tweaked the template to use that if Century Gothic isn&#039;t available, or to fall back to the wiki default if neither are on the viewer&#039;s machine.&lt;br /&gt;
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::I did try switching the logo, but apparently the plugin doesn&#039;t allow it. Or the icon isn&#039;t accessible to CSS. Or I didn&#039;t know which element to tweak. What I&#039;ve read specifically states I shouldn&#039;t be able to use the required &amp;quot;background-image&amp;quot; tag, but that&#039;s exactly what I needed to do to change the toolbar at the top of the page...&lt;br /&gt;
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::I HAVE overridden the main &#039;wikitable&#039; template, and there should be no blue links visible (except for ones leading off-site, I forgot about those)... In fact I&#039;d go as far as to say the table looks great on that Class Builds page in particular (where the text matches the icons) - are you seeing what I&#039;m seeing? [http://img.photobucket.com/albums/v213/BombBloke/StyleTest01_01_zps93e4e66e.jpg A screenshot may be in order]? I&#039;m a little worried about browser compatibility in regards to my CSS overriding that which is already in the wiki site files.&lt;br /&gt;
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::Depending on how I go for time I may deal with image thumbnails, the category bar, table of contents etc tonight.&lt;br /&gt;
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::Please feel free to experiment if you feel so inclined! Either make a new &#039;&#039;StyleTestXX&#039;&#039; page and copy/paste my starter version in, or go right ahead and modify mine! If you lack any tools on your system for colour code generation, [http://www.2createawebsite.com/build/hex-colors.html here&#039;s an online one].&lt;br /&gt;
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::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&lt;br /&gt;
:::On my laptop I see it like this, I think it&#039;s the same and it seems to be using Century Gothic: [[:File:style1.png|style1.png]] - [[User:Hobbes|Hobbes]]&lt;br /&gt;
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::::Ah yes, that was a match of colours, though you&#039;re definitely using a different font (it&#039;s installed by Office, see).&lt;br /&gt;
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::::Still not sure what you&#039;re meaning about the tables, but I&#039;ve switched monitors and see what you&#039;re saying about the links. I think maybe yellowy? Dunno.&lt;br /&gt;
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::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:50, 21 April 2013 (EDT)&lt;br /&gt;
:::::Yellow links look better than the previous ones. What I meant about the tables is that on the Class Builds the background color of each table is table while the page background is dark grey. I got Century Gothic installed (it&#039;s a free font IIRC), is it the one being used? [[User:Hobbes|Hobbes]] 11:20, 21 April 2013 (EDT)&lt;br /&gt;
::::::Er...&lt;br /&gt;
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::::::The cells should have a black background, the header cells should be grey. This is what I intended, though if you&#039;re expecting something different (or have a different suggestion) I&#039;m more then happy to try other styles.&lt;br /&gt;
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::::::I&#039;d say you&#039;re indeed using Century Gothic. If you check the &amp;quot;font-family&amp;quot; line in the template, the web browser reads it from left to right, and uses the first font specified that exists on the computer (so if it can&#039;t find one, it falls back to the next, and so on). Hence if you start removing fonts from the front of the list and previewing the page you can compare each one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:11, 21 April 2013 (EDT)&lt;br /&gt;
:::::::There were a couple of white backgrounds on table but those seen to have disappeared. Century Gothic still looks the better (and it seems to be free) since it is the one (or really close) used in Enemy Unknown 2012. [[User:Hobbes|Hobbes]] 20:43, 21 April 2013 (EDT)&lt;br /&gt;
::::::::Best I can make out it should be possible to use an uploaded font no worries, though I&#039;d need to bug Pete to actually get it on to the server.&lt;br /&gt;
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::::::::In the meantime, bold tildes are pretty much rendered blobs under PGothic (&#039;&#039;&#039;~&#039;&#039;&#039;). They looking ok to you? - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:04, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::This is what I see using it as a font [[:File:PSGothic.png]] [[User:Hobbes|Hobbes]] 17:37, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::I&#039;m trying the new Style in a few pages and it is looking great. What I&#039;m starting to wonder is what will happen to the other pages (non-EU2012). With UFO, TFTD and Apoc it should be possible to replicate it (although I have quite a few doubts about TFTD&#039;s colors...). But what about the other pages not directly related to a game? [[User:Hobbes|Hobbes]] 17:55, 22 April 2013 (EDT)&lt;br /&gt;
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::::::::::We can currently only skin pages we manually add the template link to. That means that certain pages (like recent changes or page history) &#039;&#039;can&#039;t&#039;&#039; be skinned, not unless the skin files are changed on the server side... Which&#039;d be a lot harder then skinning through these templates is (lots of files to modify with no simple way of previewing the changes, unless someone sets up their own wiki to play with on a home computer).&lt;br /&gt;
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::::::::::In short, for now we may just have to leave &#039;em. While it might currently seem a bit jarring with just a black skin and a white skin, I think it won&#039;t seem so bad once there&#039;s a few others floating around the place.&lt;br /&gt;
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::::::::::In particular I was thinking of leaving talk pages unskinned regardless of what game they belong to (if only because most articles don&#039;t HAVE a talk page). - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:05, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::::Please tell me you&#039;re not sticking to the green background when showing a page&#039;s changes... ;) [[User:Hobbes|Hobbes]] 14:01, 23 April 2013 (EDT)&lt;br /&gt;
::::::::::::Can&#039;t think of anything better for it myself. :|&lt;br /&gt;
&lt;br /&gt;
::::::::::::You do mean the green background that goes against added lines, yes? The bit of code to tweak goes along the lines of:&lt;br /&gt;
&lt;br /&gt;
:::::::::::: td.diff-addedline {&lt;br /&gt;
::::::::::::  background: #559E06;&lt;br /&gt;
:::::::::::: }&lt;br /&gt;
&lt;br /&gt;
::::::::::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Indent resetinator activated! I certainly hope this is a work in progress. It&#039;s very hard to read on my smartphone browser, and even on my laptop it&#039;s a real squint-fest. I&#039;d probably recommend a slightly lighter dark background rather than having extreme darks or lights. &lt;br /&gt;
&lt;br /&gt;
But that aside, we could ask Pete to implement a few snazzy skins that you can access from the appearance tab under your preferences screen. The skin will then apply to all the wiki pages with no specific skins assigned to them. Mind you, this change will only affect the individual accounts. [[User:NKF|NKF]] 02:36, 24 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yep, if I considered it done it&#039;d have a rather more official looking name and I&#039;d be slapping it onto pages left right and center.  ;) &lt;br /&gt;
&lt;br /&gt;
:I will say I can&#039;t see much room for improvement myself - I&#039;m no graphic design artist. I&#039;m more then happy to implement any mock-ups people show me if they&#039;re not interested in tweaking the colours themselves, though.&lt;br /&gt;
&lt;br /&gt;
:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
::Well, no one else suggested improvements, so I&#039;m wondering if we should start using the new style on the EU2012 pages. [[User:Hobbes|Hobbes]] 10:52, 26 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I disagree with the use of individual styles over-riding the default one at special pages, it makes the wiki inconsistent and messy. &amp;lt;br/&amp;gt;If you are to add a new style to site, do it RIGHT and add it as a skin in the user preferences. --[[User:Kokkan|Kokkan]] 07:34, 6 September 2013 (EDT)&lt;br /&gt;
:::: I agree since I made a test the other day of the proposed EU2012 style and I wasn&#039;t satisfied with the results regarding readability - the colors make it too tiring to read. I have no idea of how to add skins though [[User:Hobbes|Hobbes]] 17:10, 6 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==The Bureau==&lt;br /&gt;
We better start thinking of adding a section for the game since it will be released next month. [[User:Hobbes|Hobbes]] 08:30, 17 July 2013 (EDT)&lt;br /&gt;
: And we have the starting page and table for the [[The Bureau: XCOM Declassified|The Bureau]] online, although it is completely bare for the moment. [[User:Hobbes|Hobbes]] 22:30, 22 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==UFO: Alien Invasion==&lt;br /&gt;
I am one of the developers of [http://ufoai.org UFO: Alien Invasion], an open-source game inspired by X-Com. Ufopaedia.org taught me how to not suck at the original X-Com years ago and I&#039;ve always been grateful. I wondered if the maintainers of ufopaedia.org would be interested in adding support for our game. While we have our own development wiki where we could host strategy advice, I think there are several benefits to having a third-party strategy guide. Of course, the fact that our game undergoes rolling development will lead to extra maintenance work. But I think this could be limited by only providing data on the latest stable version (released once every year or two). I am willing to undertake the work to prepare the initial content for our upcoming stable release 2.5. --[[User:H-Hour|H-Hour]] 09:55, 26 August 2013 (EDT)&lt;br /&gt;
:Hi there. I&#039;m one of the administrators and although I can&#039;t speak for the other admins or the site owner (Pete), I think that it would make sense to add UFO:AI to the Featured Projects section. I&#039;ll ask them if there&#039;s any objection on the UFOPaedia&#039;s [http://www.strategycore.co.uk/forums/UFOPaediaorg-f96.html| forum] at Strategycore and if they&#039;re good about it, I&#039;ll add the link to the wiki sidebar. Should the initial page be named [[UFO:AI]] or do you prefer something else? Also, the game needs a wiki suffix, to be used in the guide&#039;s individual pages name and for their category tags, as an example all XCOM: Enemy Unknown pages use &amp;lt;nowiki&amp;gt;(EU2012)&amp;lt;/nowiki&amp;gt;. [[User:Hobbes|Hobbes]] 10:25, 26 August 2013 (EDT)&lt;br /&gt;
::That&#039;s great, Hobbes. UFO:AI is fine for both the main page name and as a page suffix. If you think it is better given our rolling development, we can include the version for clarity (UFOAI2.5). --[[User:H-Hour|H-Hour]] 10:44, 26 August 2013 (EDT)&lt;br /&gt;
:::Better to keep version out otherwise it might be confusing. I&#039;m just going to wait a day or two to give the other admins time to read it. [[User:Hobbes|Hobbes]] 11:47, 26 August 2013 (EDT)&lt;br /&gt;
:I&#039;ve just added UFO:AI to the Wiki Sidebar. Happy editing :) [[User:Hobbes|Hobbes]] 05:33, 28 August 2013 (EDT)&lt;br /&gt;
::Thanks Hobbes! I&#039;ll get to it soon. --[[User:H-Hour|H-Hour]] 11:08, 28 August 2013 (EDT)&lt;br /&gt;
:I&#039;ve put up the initial table. Please let me know if there is anything that should be changed regarding the format or structure to ensure it complies with ufopaedia standards. --[[User:H-Hour|H-Hour]] 10:41, 29 August 2013 (EDT)&lt;br /&gt;
::We don&#039;t really have any standard for those tables, just use what you feel is more comfortable/logic :) [[User:Hobbes|Hobbes]] 11:25, 29 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extensions ==&lt;br /&gt;
&lt;br /&gt;
Over on wikia ot is possible to put sub-pages into tabs so that when u click on one it has different info than the other. If we had them on here then we could split the main page into 2 different tabs with old X-COM on one and new XCOM on the other while leaving the news where it is and the spin off/based off titles below it.&lt;br /&gt;
&lt;br /&gt;
Just an idea--[[User:Ditto51|Ditto51]] 04:08, 25 November 2013 (EST)&lt;br /&gt;
:Just checked to see how subpages work on Wikimedia but by default they&#039;re limited to the user and talk pages. Might be interesting to implement for specific game items that are changed between EU and EW (Chitin Plating, etc.). I&#039;m still waiting for Pete to fix the login process though since we need to get rid of the spammers before anything else. [[User:Hobbes|Hobbes]] 06:56, 25 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve been spending some time browsing the Minecraft wiki recently, and a couple of convenient extensions like expanding/collapsing content would be nice to have here as well. It would handy for the EW content as per the discussion elsewhere. It would be worth forming a list of the extensions we could use (and a link to said extension on www.mediawiki.org if possible). Once the signup issue is sorted we could suggest them to Pete. -[[User:NKF|NKF]] 07:06, 25 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The info about the subpage is here [http://www.mediawiki.org/wiki/Help:Subpages]. The other extension we were discussing before was spoilers [http://www.mediawiki.org/wiki/Extension:Spoilers]. We might as well ask this already for Pete so that he can set time for it. [[User:Hobbes|Hobbes]] 07:33, 25 November 2013 (EST)&lt;br /&gt;
::::Spoilers is now installed. Subpages are an interesting idea - essentially categorising the content better as you would on a normal website (if you were thinking of going /terror from the deep/aliens or something like that?). Since MediaWiki handles moved pages pretty sensibly (moves the page and its Talk page to the new location and points the old URL to the new page) there shouldn&#039;t be an issue with this. I would say that it&#039;s more of a library format then and it needs a few librarians to be in charge of the categorisation, but you guys seem to be doing a grand job of that anyway :) --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Found the tabs I was talking about [https://www.mediawiki.org/wiki/Tabber tabber] --[[User:Ditto51|Ditto51]] 08:37, 25 November 2013 (EST)&lt;br /&gt;
::::Tabber is now installed --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
:::::I can&#039;t get this to work, even when I use the example coding on the mediawiki page.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 18:01, 29 December 2013 (EST)&lt;br /&gt;
::::::My bad - was updating the wrong version of the settings file. The other extensions should now be avalable.&lt;br /&gt;
&lt;br /&gt;
:::[http://www.mediawiki.org/wiki/Multiple_upload Multiple Upload], to make it easier to upload images multiple images.--[[User:Ditto51|Ditto51]] 10:48, 1 December 2013 (EST)&lt;br /&gt;
::::The author doesn&#039;t seem to be maintaining this which is a worry, plus the discussion page for it mentions security issues so I&#039;m not going to bother with this one --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
:::::Installed an extension called MsUpload instead - you can see a bar at the top of the editor where you can drop files, or click the up arrow on the toolbar. This adds files to the queue and you can click on the name to rename them before uploading them. It then provides links to insert them --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 09:41, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Seems like only MsUpload is installed based on [[Special:Version]]; doesn&#039;t seem to show any other mentioned extensions?--[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 19:47, 29 December 2013 (EST)&lt;br /&gt;
::::My bad - was updating the wrong version of the settings file. The other extensions should now be avalable.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Wiki Software Upgrade ==&lt;br /&gt;
The Wiki software has now been upgraded to version 1.22 (was 1.16) so a few things have changed cosmetically and functionally. Whilst I&#039;ve tested things myself and they seem alright, you guys might spot some things I won&#039;t, so please let me know here if there are any issues. Now we&#039;re up to date, I can look at the extensions requested above :) --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 07:24, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Pete has asked in a [http://www.strategycore.co.uk/forums/topic/10805-wiki-software-key-features/ thread] on the Strategycore.co.uk forums for suggestions of new features to add during the wiki software upgrade. Please go there for the discussion or post here what features you think relevant for the UFOPaedia upgrade. [[User:Hobbes|Hobbes]] 08:42, 27 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:That wasn&#039;t &#039;&#039;exactly&#039;&#039; what I was asking there - it was more &amp;quot;if there were an ideal WIKI software what would its main features be?&amp;quot;. Though I suppose if there are other features that are required (aside from the obvious &amp;quot;better spam filtering&amp;quot;) then I could see what&#039;s available after I&#039;ve upgraded. Just so you all know, I&#039;ve pencilled in 10am GMT tomorrow (see link for current time: http://wwp.greenwichmeantime.co.uk/time-zone/europe/uk/time/ ) to move UFOPaedia to the same server that StrategyCore now sits on. The move gives us more power to run the software and expand it and sees the end of recent server instability. I&#039;ll put up a message at the top of the site in a few minutes, but just so you all know what&#039;s going on and that there will be downtime for a few hours. Once you see the message disappear from the top of the screen, you&#039;ll be looking at the new server and can post again. Apologies for the short notice, but whilst it&#039;s quiet and I have time, I really need to do the move and get things more stable before attempting the upgrade. --[[User:Pete|Pete]] 14:39, 27 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Most embedded images no longer display properly with the update, barring for a brief period during page load, only to disappear after page fully loads.  Tested in two browsers. [[User:Arrow Quivershaft|Arrow Quivershaft]] ([[User talk:Arrow Quivershaft|talk]]) 16:48, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Can you give me a few examples of pages where this happens? I know I caused a weird issue for a while earlier on if you had www. at the start of the web address, so make sure you don&#039;t have that in your address bar, but aside from that I can&#039;t think of anything that would cause that without seeing a page where it&#039;s happening. If you can link a page AND describe which images disappear on it I can investigate further. --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 17:54, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Seems to be working fine now, thanks for the response! [[User:Arrow Quivershaft|Arrow Quivershaft]] ([[User talk:Arrow Quivershaft|talk]]) 19:50, 30 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Watchlist E-Mails ==&lt;br /&gt;
&lt;br /&gt;
When I recieve E-Mails about edits on the EU2012 pages, it always take me to a new page because the bracket at the end is no included in the link for some reason&lt;br /&gt;
Eg. An E-Mail about Second Wave (EU2012) takes be to Second Wave (EU2012&lt;br /&gt;
&lt;br /&gt;
--[[User:Ditto51|Ditto51]] 03:45, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Simpler Main Page ==&lt;br /&gt;
&lt;br /&gt;
[[File:Cleaner Homepage Idea.png|200px|thumb|left]] I know this is going to generate all sorts of responses - there are some people here being quite negative about the new games (the old ones aren&#039;t coming back, nor have they gone away though!) and since UFO and TFTD seem to get the most love of all of the original series of games this idea might not go down too well, but what do you think?&lt;br /&gt;
&lt;br /&gt;
It is just an idea after all, but my train of thought was that (not intending to offend) the homepage is too busy. The links next to the intro text are a bit small, and then the game &amp;quot;contents&amp;quot; links are just way too far down the page for people to bother with so I thought perhaps something a bit more visible might be good, then lose EVERYTHING below the news. To my mind, the homepage should have your introduction, obvious links to the content people are searching for and then news - that&#039;s it. The contents further down the page are merely replicating what you get when you click on the game links anyway.&lt;br /&gt;
&lt;br /&gt;
I have introduced an issue using the 1994 UK box cover at the beginning there, so might be best having it alternate between the two or be half and half somehow, but I suspect that&#039;s the least of the comments I&#039;m going to get.&lt;br /&gt;
&lt;br /&gt;
So why would I want to promote the other minor games? Well... they&#039;re incomplete. Obviously this is because people aren&#039;t contributing content, but I&#039;m not sure it helps that the Games list on the left doesn&#039;t list them (I know &#039;&#039;why&#039;&#039; it doesn&#039;t, just pointing out that that will cause people to miss them).&lt;br /&gt;
&lt;br /&gt;
Another thought I had was a simple graphic - half and half - for old and new and go to a page listing the old and new games, but can&#039;t think of a sensible graphic for that.&lt;br /&gt;
&lt;br /&gt;
[[File:Analytics Content.gif|200px|thumb|left]]Something interesting to note is that since I fixed the tracking code for Google Analytics, it shows just how popular the new games are on this website.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Once upon a time I had been toying with the idea of changing the main page into a very simple page with almost no content, but instead set it up as a launchpad to the various &#039;main pages&#039; for the different games by way of the box covers as you have done.  That never eventuated - partly forgotten as with many ambitious ideas on the wiki in favour of other more exciting things in the recent updates, and a major change like that would&#039;ve been too much of a culture shock. But with all he new fangled extensions and other things the new software can do, perhaps a move back in that direction isn&#039;t a bad idea. It would be nice change to the traditional game intro screen at the top of the page. -[[User:NKF|NKF]] ([[User talk:NKF|talk]]) 08:07, 30 December 2013 (EST)&lt;br /&gt;
:Pete, I completely agree with your idea of dropping everything below the News since it&#039;s easier to simply use the left links and I doubt a lot of people bother to scroll down so much.&lt;br /&gt;
:Regarding the old vs. new games, one of the most telling graphs from Google Analytics is this one:&lt;br /&gt;
[[File:EU stats.png]]&lt;br /&gt;
&lt;br /&gt;
The first increase in daily visits on January 2012 is when XCOM: Enemy Unknown was announced, the massive spike in November 2012 is when it was released. But what&#039;s even more interesting is that for the same period, the Apocalypse page was the 2nd most visited, UFO Defense the 3th and TFTD the 7th. There&#039;s no info for Enemy Unknown 2012 though (there must have been a problem with Analytics since it only started recording visits to the EU2012 pages last month - this might also explain why the visits decreased from November 2012 onwards since visits to the EU2012 were not recorded by Analytics). To me this means that the old games are still live and kicking but also that the new game brought again a big interest on the series. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:23, 30 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:Homepage 2.jpeg|200px|thumb|left|]] [[File:UFOPaedia-Homepage-3.jpg|200px|thumb|left|]]I&#039;ve been toying with some alternative graphics that are better than my original idea. There&#039;s a colour version, but it&#039;s a bit &amp;quot;full-on&amp;quot; on a predominantly black and white page, and a greyscale version that might work better. My thinking is that if they are both set to something like 49% width with the latter having 2% left padding, they will scale with the different screen sizes people will view it at. That sort of thing works a lot better in browsers nowadays. Any good? If they&#039;re both still a bit bold I could wash out the backgrounds a bit more (that or change the colour of UFOPaedia :D )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Grey Scale looks better, but it looks like you forgot [[The Bureau: XCOM Declassified|The Bureau Case]] on the Reboot series image--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 08:44, 1 January 2014 (EST)&lt;br /&gt;
::I agree with Ditto51, Grey Scale looks better. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 11:52, 4 January 2014 (EST)&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Long War at Featured Projects==&lt;br /&gt;
I&#039;ve been having a discussion at the Nexusmods forums regarding the possibility of having a subwiki hosted at the UFOPaedia for the Enemy Unknown (2012)&#039;s Long War mod. This is a mod that has been in development for the past two years and has been highly praised by gaming magazines and EU&#039;s developers and the [http://www.nexusmods.com/xcom/mods/88/? beta] for Long War 3 (compatible with Enemy Within) has just been released. Any comments? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:15, 26 May 2014 (EDT)&lt;br /&gt;
:Hm, I&#039;d certianly say it&#039;s a noteworthy mod (though it may be more due to the fact that, in this day and age, information simply travels faster and with greater acessability/ease, than say, the mods for the &#039;94 game, but that&#039;s a different lecture), so I&#039;d say yes, a sub-wiki under XCOM:EU/EW, not as sure as to has a separate sidebar/front page space (besides in the news section, and &amp;quot;yes we have no bannanas&amp;quot; perma-link)(if you understand a thing of what the hell I just said/usually say) like the offical releases (ie; like how EW isn&#039;t in the sidebar, just vanilla EU). Also, I don&#039;t even see a mod/hack page on the xcom.wikia, so that&#039;d be another thing we&#039;d have over them, heh heh~ --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 07:35, 27 May 2014 (EDT)&lt;br /&gt;
::Well I&#039;ve just tried it the first time and downloading the latest beta. I had participated in a few discussions at Nexusmods regarding new features but I had never bothered playing (just another mod and it required a lot of user steps to install) since I had my hands more than full with EU/EW. All I can say is that this is as big as the Enemy Within DLC regarding new features and reworking of the existing ones, turning it into a different game and installation is much easier than before. &lt;br /&gt;
::So I&#039;d definitely add this to the Featured Projects since it&#039;s as big as UFO2000 and OpenXcom and it is more comparable to them rather than EW. The reason why EW is not on the sidebar is because it would require its own separate table and either a lot of duplication of already existing pages or it would be a rather small table. Long War on the other hand reworks the Strategic Layer (air interceptions, panic system, AI), soldier classes/abilities, equipment, Research tree, and several aspects of combat so it will require specific pages to detail all those changes. &lt;br /&gt;
::To finish, I&#039;d use the same rules for Long War as OpenXcom/UFO200: keep its pages completely separate from the EU2012 ones by using a (Long War) category and suffix; no links on EU/EW pages to Long War pages (to separate official games from fandom), and finally create a specific table for Long War, based on the current EU2012 table format. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 09:19, 27 May 2014 (EDT)&lt;br /&gt;
==Wiki Etiquette and Word Choice==&lt;br /&gt;
You should probably change &amp;quot;COULD OF&amp;quot; to &amp;quot;COULD HAVE&amp;quot;. Particularly since it&#039;s in bold. Unless you want everyone to notice your awful grasp of the language, of course. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 02:34, 19 September 2014 (EDT)&lt;br /&gt;
:Keep in mind that for several users English might not be their first language (myself included). Or that &#039;awful&#039; can be understood to be as insulting as &#039;autistic&#039; ;) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:35, 19 September 2014 (EDT)&lt;br /&gt;
::Spanish is my first language. Feel free to edit my Bureau entries, &#039;Shroom.... Which is pretty much &amp;quot;all entries for The Bureau.&amp;quot; Have fun! --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 17:27, 19 September 2014 (EDT)&lt;br /&gt;
:Hobbes: I have an awful grasp of French (significantly more awful, at that). Also, the reason I reacted to Connor wasn&#039;t that he&#039;d insulted Xuncu, but that he did so using a slur that implicitly insulted others (including me). Compare, for instance, the reason people get angry if someone calls a miser a Jew; they&#039;re not angry because of the insult to the miser, but because of the insult to all Jews by equating them with misers. My autistic obsession with X-Com has produced useful pages on this wiki; Connor&#039;s slur denied that and implicitly told me to GTFO. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 18:42, 19 September 2014 (EDT)&lt;br /&gt;
::You have a right to feel insulted whenever someone says something that offends you, but the way you communicate it to the offender is your decision. I find it easier not to take these situations too personally because ignorance is far more common than malice :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 18:57, 19 September 2014 (EDT)&lt;br /&gt;
:The two blend together in the context of hate speech; while specific malice toward the group in question is not necessarily required, a generally xenophobic mindset and a willingness to stereotype with callous disregard for accuracy &#039;&#039;&#039;is&#039;&#039;&#039; present in basically all cases. Hate speech &amp;quot;by mistake&amp;quot; (ie, using slurs without intending to) is extremely rare and easily distinguishable from the intentional sort. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:17, 19 September 2014 (EDT)&lt;br /&gt;
::Wikis have one [http://www.example.com principle] (amongst others) to work: &#039;&#039;&#039;assume good faith on the part of its users&#039;&#039;&#039;. I&#039;ve been [[Talk:Impossible_Difficulty_(EU2012)|called]] here &#039;pedantic&#039; due to my obsession with detail and personally the term has a negative connotation to me but I chose to assume good faith and accept the feedback. Otherwise, if we take slight on every badly chosen word, then this really hurts collaboration, which is what wikis are all about. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:50, 20 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XCOM2==&lt;br /&gt;
Off to the madness we head out again. :)&lt;br /&gt;
First issue is what suffix to add to page names to help classify and identify their content: (TFTD) for Terror From the Deep, (EU2012) for Enemy Unknown, etc. Any suggestions? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 22:34, 2 June 2015 (EDT)&lt;br /&gt;
:Like we&#039;ve been doing up to this point. EU, TFTD, Apoc, Int?, EU2012 and now I assume XCOM2. If the name changes in the future, we&#039;ll have to adjust the suffix accordingly. Which reminds me, I wonder why we use EU2012 suffix instead of just XCOM?--[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 23:49, 2 June 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=65016</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=65016"/>
		<updated>2015-06-03T03:49:43Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* XCOM2 */ Reply&lt;/p&gt;
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Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
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== New Main Page layout. ==&lt;br /&gt;
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I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
::::: Right now it depends on the width of the browser and the content in the Featured Article. I might be able to set some auto-width on the XCOM New window. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT) &lt;br /&gt;
:::::: I was wondering if it wouldn&#039;t be better to bring up the Enemy Unknown 2012 table as the first table, at least for some time after the game is released. With my current maximum resolution both tables still appear one over the other, and I think the UFO Defense table might need a little reorganization and after it is done both games go back to being side by side. Or any other ideas. [[User:Hobbes|Hobbes]] 20:15, 8 October 2012 (EDT)&lt;br /&gt;
::::::: What?! This layout should work with all resolutions down to 1280x720 without stacking items. So it should be fine on everything except the smallest ( &amp;lt;11&amp;quot; ) notepads and pads. --[[User:Kokkan|Kokkan]] 04:49, 9 October 2012 (EDT)&lt;br /&gt;
:::::::: My resolution on my monitor is 1280x1024 and both tables are stacked. [[User:Hobbes|Hobbes]] 05:00, 9 October 2012 (EDT)&lt;br /&gt;
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Same issue here with the overlapping tables, and my screen&#039;s 1024 pixels wide. Doesn&#039;t look any better on the tablet. Quick solution: Break the table out and have it on top ala the original&#039;s old main table, and have the original follow immediately after. &lt;br /&gt;
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A while back I had wanted to redesign the front page but had to shelve it (and then quickly forgot about it). That was to make the main page just contain the news and a list of box art for the various games that point the users to separate main pages for the different titles, allowing the main tables for each title to be a bit more elaborate. Perhaps this might be a good time to resurrect that concept? [[User:NKF|NKF]] 07:15, 9 October 2012 (EDT)&lt;br /&gt;
:I&#039;ll place the EU 2012 table on top of the original game table (*sniff* *sniff*) for now until a permanent solution is found or the issue is fixed. I&#039;m good with that solution or any other.&lt;br /&gt;
:Quick fix: I&#039;ve moved it to the Featured section. [[User:Hobbes|Hobbes]] 08:03, 9 October 2012 (EDT)&lt;br /&gt;
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:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
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:: We can set the hight at fixed values, but I really don&#039;t see a point to it. Since the size of the content will change. I prefer the parentheses in the naming, it clarifies what game the page relates to, and I don&#039;t see an extensive problem in linking to pages. Like ( [[Enemy_Unknown_(2012)|Enemy Unknown]]). On the UFOpaedia &amp;amp; OpenXcom logo, I fully agree. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT)&lt;br /&gt;
::: One easy trick to link pages with the (EU2012) suffix is to open the top page on the category, which usually contains a list of all items related with that subject, press edit and then copy/paste the links. [[User:Hobbes|Hobbes]] 09:19, 5 October 2012 (EDT)&lt;br /&gt;
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== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]]&lt;br /&gt;
[[File:Blue badge XCOM EU.png|100px|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
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Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
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:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;br /&gt;
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:: I say keep the old X-logo, show the roots and lets not take over the entire wiki with EU2012. Use the new logos at appropriate EU2012 pages. --[[User:Kokkan|Kokkan]] 08:55, 5 October 2012 (EDT)&lt;br /&gt;
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::: Not selling ourselves completely eh? ;) Well I just have to say I love the yellow and black insignia - that&#039;s probably the first XCOM logo/icon I really enjoy :) [[User:Hobbes|Hobbes]] 09:15, 5 October 2012 (EDT)&lt;br /&gt;
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:Showing roots is good, too. The gold one does not seem as high-rez as the other... can we get it any better? -[[User:MikeTheRed|MikeTheRed]] 09:55, 5 October 2012 (EDT)&lt;br /&gt;
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== Disambiguation of 1994 vs 2012 Entries ==&lt;br /&gt;
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See for example the Sectoid entry, where a link to Sectoid (EU2012) has just been added as the first line of the entry. Are we going to do that for every entry that has the same name in 1994 as in 2012? That&#039;s a lot of minor edits someone will need to make! And putting these cross references under See Also would be less intrusive. But maybe a lot of enquiries from new site users are going to be related to EU 2012, and they will be confused if the cross reference is not clear and up-front. Let&#039;s agree a standard approach for this. As an alternative we could use disambiguation pages that show links to both the 1994 and the 2012 versions. Instead or as well, we could start moving 1994 pages by appending (EU1994) to the name.  That&#039;s also quite a lot of work, but may be clearer in the long term. Even more work comes in if we were to use for example [[Sectoid]] as the disambiguation page, because that would mean rewriting all links to Sectoid in all the 1994 entries of the Ufopaedia. Thoughts everyone? [[User:Spike|Spike]] 03:56, 19 October 2012 (EDT)&lt;br /&gt;
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On a related point - do we really need to append (EU2012) to every entry? I would think it&#039;s only necessary when the same term is used in both games. So it makes sense for Sectoid, but not so much sense for Gollop Chamber. I would suggest that for a term that is &#039;&#039;definitely&#039;&#039; unique to EU 2012, the (EU2012) suffix is not required. But there should always be an EU 2012 Category tag on the entry. [[User:Spike|Spike]] 06:28, 19 October 2012 (EDT)&lt;br /&gt;
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: If we don&#039;t tag everything now, do we risk the same issue we&#039;re running into with UFO Defense? Also, the new Sectoid page has a space between EU and 2012. No other new page has that. My OCD is making me want to stab people. Is there a way to edit it to not have a space? As far as which way to go, I prefer disambiguation pages much like wikipedia does, but that typically requires tagging both. I would be happy to do the leg work and chase down all the 1994 ones but I don&#039;t like how EU1994 looks (especially since it says 1994 in the Games column to the left [sorry - fixed that - Spike] ) and I don&#039;t know how to update page names. --[[User:PixelOrange|PixelOrange]] 06:34, 19 October 2012 (EDT)&lt;br /&gt;
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:: Yes, we do need to keep the games a part to not run into conflicting pages/links. Hence we suffix ALL pages on the NEW game &#039;&#039;(EU2012)&#039;&#039;; this is the simplest and most clear way to do it. It does make it a bit of a hassle to link stuff yes. Even if some parts are unique, keep with the naming convention to keep it all as clear as possible. No, There is NO WAY we can do the same for the original game, there is just to much pages and links (and if we start and don&#039;t complete or something goes wrong, the wiki is in a fucked up state). So all pages on Enemy Unknown without the suffix refers to the original game. --[[User:Kokkan|Kokkan]] 07:12, 19 October 2012 (EDT)&lt;br /&gt;
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:::So, if we&#039;re not going to retroactively update the old Enemy Unknown, redirects at the top of every page is my favorite choice (just as they do over at wikipedia). It gives you a quick link right at the top of the page, it&#039;s non-intrusive, and it&#039;s easy to implement across the board. --[[User:PixelOrange|PixelOrange]] 07:38, 19 October 2012 (EDT)&lt;br /&gt;
:::: OK but that&#039;s only going to be workable for the EU2012 pages, right? Any modification to all of the EU1994 pages is a big task, whether it&#039;s a disambiguation link at the top of the page, or a systematic rename to suffix &amp;quot;EU1994&amp;quot; on to the end of the page name - the workload is similar. I guess we could take a policy that says - anytime you create an EU2012 page, check to see if an EU1994 page of the same name exists. If so, add disambiguation links to the top of both pages. Or, for that matter, Move the EU1994 page by adding the suffix to its name. By the way, Move is how you rename a page, and the old name is preserved as a redirect to the new name. [[User:Spike|Spike]] 08:12, 19 October 2012 (EDT)&lt;br /&gt;
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::::: I agree that disambiguation notices/links on top of pages probably is the best way to handle this (as in the [[Sectoid]] page). Moving and creating disambiguation pages is to much workload, and to have some (EU1994) pages and some without would be even more confusing. So I say no (EU1994) suffixes at all. --[[User:Kokkan|Kokkan]] 09:17, 19 October 2012 (EDT)&lt;br /&gt;
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:::::: I don&#039;t think it&#039;s that cut and dried myself. Moving (renaming) the old pages is less workload than creating the disambiguation links. Also, adding the disambiguation links will disrupt the style / formatting of the existing EU 1994 pages which were not designed to have these links at the top, and which have had a lot of effort put into their layout over the years. Creating a disambiguation page with the &amp;quot;base&amp;quot; name, eg &amp;quot;Sectoid&amp;quot;, the same name as the existing 1994 page, is a huge workload, because then all the links will break. Creating a new page called &amp;quot;Sectoid (disambiguation&amp;quot; and redirecting to it is not much better. A simple Move/rename will not break any links, meaning low workload - same as inserting a disambiguation link/notice. Keep in mind that the scope of the problem is only the pages for terms that exist in both games. &amp;quot;Sectoid (EU1994)&amp;quot; vs &amp;quot;Sectoid (EU2012)&amp;quot; is part of the required disambiguation workload. Heavy Cannon (unique to EU1994) vs Alloy Cannon (unique to EU2012) does not need to be part of the workload. It&#039;s a safe strategy to keep naming all new 2012 pages with the EU2012 suffix, but whatever method is selected does not need to be applied to all pages in both games. For example, we do not label all TFTD pages with (TFTD). We don&#039;t say &amp;quot;Tentaculat (TFTD)&amp;quot; and &amp;quot;Chrysallid (EU)&amp;quot;. We do say &amp;quot;Zombie (TFTD)&amp;quot; and &amp;quot;Zombie (EU)&amp;quot; (even though the differences are only cosmetic). [[User:Spike|Spike]] 09:51, 19 October 2012 (EDT)&lt;br /&gt;
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::::::: We already had this discussion a while ago because of Apocalypse and the common elements of the series that extend to it and TFTD. I don&#039;t recall the discussion but you guys mentioned the main topics but the idea was to start using the suffixes, specially when creating new pages, and not to worry about the existing pages because of the workload involved. It&#039;s basically to avoid the mess of the original game&#039;s pages regarding naming and to help categorize identify pages.  &lt;br /&gt;
::::::: This method makes linking a bit harder but it&#039;s a matter of using a few tricks (which I already use when linking on the original game), like open and edit the section page (Soldiers, Weapons, Alien Life Forms, etc.) and just copy/paste the links you need. That&#039;s also why the section pages usually consist of lists of items.&lt;br /&gt;
::::::: Finally me and Spike can delete, move and rename pages, as an administrators so just let us know what you need :) [[User:Hobbes|Hobbes]] 11:09, 19 October 2012 (EDT)&lt;br /&gt;
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:::::::: I&#039;ve been thinking about the effects these new XCOM games (EU 2012 and the upcoming FPS) may have on the future of the series. If XCOM sees more games even further in the future that involve the aliens from the original, I don&#039;t think links at the top of the page is going to do the trick. We should make disimbaguation pages now to pave the way for recurring aliens and items that may make an appearance in any potential future installments. Just a thought!--[[User:SuicidalSectoid|SuicidalSectoid]] 21:26, 19 October 2012 (EDT)&lt;br /&gt;
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Another option that I&#039;ve been thinking over is asking Pete if he could set up a separate Wiki for the modern title(s) and keep this one for the classic titles. It would keep things tidy, and there&#039;s actually little crossover or common material between the new and old apart for historical and ancestry referential purposes. [[User:NKF|NKF]] 21:46, 19 October 2012 (EDT)&lt;br /&gt;
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:: Personally I think all games of the series, old or new, should be all united in a single wiki. It helps this one grow, instead of just running out of material. It also shows how the series began and progressed to become what it is today. It helps people who are new to the series find older games in the series far easier and learn all their quirks and strategies. Of course there is what I mentioned above to consider, if this series really has been revived, then more games in the series may emerge and the new wiki could end up being &amp;quot;untidy&amp;quot;.--[[User:SuicidalSectoid|SuicidalSectoid]] 10:54, 20 October 2012 (EDT)&lt;br /&gt;
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== Pretty Colours ==&lt;br /&gt;
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You know what&#039;d be cool? Different page themes depending on the game. Say for example, yellow for TFTD, red for Apocalypse, black / dark grey for XCOM, and so on. Or maybe even custom wallpaper for each title - nothing overly eye-catching, just an easy way to differentiate what you&#039;re looking at with a glance.&lt;br /&gt;
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We&#039;d need an extension to do it (I&#039;ve already got my eye on [http://www.mediawiki.org/wiki/Extension%3aPageCSS a simple looking one]), but before I bug Pete about it, what say ye all? The way I see it, we&#039;d need to make one template page per &amp;quot;theme&amp;quot; - but then we&#039;d need to edit just about every page on the wiki to implement them...&lt;br /&gt;
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- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:59, 18 January 2013 (EST)&lt;br /&gt;
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: I wanted to do something similar many years ago when I started making the navbars so that when people went to a page, they&#039;d go &amp;quot;oh, this is EU or TFTD&amp;quot; just by the colours. Didn&#039;t get received very well if I remember correctly. But, with todays better versions of wiki software and scripts, why not? Go for it I say. -[[User:NKF|NKF]] 17:47, 18 January 2013 (EST)&lt;br /&gt;
: I think that&#039;s a wonderful idea, the issue is to pick a good color design that retains readability. [[User:Hobbes|Hobbes]] 18:30, 18 January 2013 (EST)&lt;br /&gt;
:Great Idea! I second what Hobbes is saying about readability. If you can&#039;t read what&#039;s on the page there&#039;s no point to new colours.--[[User:SuicidalSectoid|SuicidalSectoid]] 17:45, 25 March 2013 (EDT)&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;So, yeah, I did bug Pete, and not long after he delivered: We&#039;ve had the plugin online a while now...&lt;br /&gt;
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Anyway, this afternoon I sat down and plugged some stuff into it. It works much like I hoped (though unfortunately it doesn&#039;t have much control over images - can&#039;t set them as background for eg). Adding the tag &#039;&#039;&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;&#039;&#039; to a page and saving it (or, perhaps for now, previewing it - though I&#039;ve applied it to THIS page for now) applies the effects within that template.&lt;br /&gt;
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That one&#039;s just an experiment, might be a little garish maybe (I basically grabbed colour codes out of screenshots from EU2012; I won&#039;t call myself an artist), and doesn&#039;t yet override every wiki element that needs to be handled - but I reckon it&#039;s a decent start.  :) &lt;br /&gt;
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- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 03:47, 21 April 2013 (EDT)&lt;br /&gt;
:I like it. [[User:Leman Russ|Leman Russ]] 04:05, 21 April 2013 (EDT) &#039;&#039;Thanks! - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&#039;&#039;&lt;br /&gt;
:Nice, I like trying to replicate but the colors sure need some testing. One thing I&#039;m wondering: is it possible to use the font used in EU2012 (it seems to be Century Gothic)? Another suggestion I&#039;d make is to replace the XCOM logo on the top left with the new one. &lt;br /&gt;
:I&#039;ve applied the styling to the page I&#039;m currently working on: [[Class_Builds_(EU2012)]]. The main issue is the color of the links (dark blue isn&#039;t the best for contrast). Another thing needed would be to change the default colors used in the table templates to match the new style. [[User:Hobbes|Hobbes]] 04:36, 21 April 2013 (EDT)&lt;br /&gt;
::Apparently Century Gothic is not installed on most machines by default. It may be possible to load it on to the wiki somewhere and get viewers to download it as needed, but I really dunno. I&#039;m guessing &#039;MS PGothic&#039; is the best match that&#039;s widespread - I&#039;ve tweaked the template to use that if Century Gothic isn&#039;t available, or to fall back to the wiki default if neither are on the viewer&#039;s machine.&lt;br /&gt;
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::I did try switching the logo, but apparently the plugin doesn&#039;t allow it. Or the icon isn&#039;t accessible to CSS. Or I didn&#039;t know which element to tweak. What I&#039;ve read specifically states I shouldn&#039;t be able to use the required &amp;quot;background-image&amp;quot; tag, but that&#039;s exactly what I needed to do to change the toolbar at the top of the page...&lt;br /&gt;
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::I HAVE overridden the main &#039;wikitable&#039; template, and there should be no blue links visible (except for ones leading off-site, I forgot about those)... In fact I&#039;d go as far as to say the table looks great on that Class Builds page in particular (where the text matches the icons) - are you seeing what I&#039;m seeing? [http://img.photobucket.com/albums/v213/BombBloke/StyleTest01_01_zps93e4e66e.jpg A screenshot may be in order]? I&#039;m a little worried about browser compatibility in regards to my CSS overriding that which is already in the wiki site files.&lt;br /&gt;
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::Depending on how I go for time I may deal with image thumbnails, the category bar, table of contents etc tonight.&lt;br /&gt;
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::Please feel free to experiment if you feel so inclined! Either make a new &#039;&#039;StyleTestXX&#039;&#039; page and copy/paste my starter version in, or go right ahead and modify mine! If you lack any tools on your system for colour code generation, [http://www.2createawebsite.com/build/hex-colors.html here&#039;s an online one].&lt;br /&gt;
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::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&lt;br /&gt;
:::On my laptop I see it like this, I think it&#039;s the same and it seems to be using Century Gothic: [[:File:style1.png|style1.png]] - [[User:Hobbes|Hobbes]]&lt;br /&gt;
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::::Ah yes, that was a match of colours, though you&#039;re definitely using a different font (it&#039;s installed by Office, see).&lt;br /&gt;
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::::Still not sure what you&#039;re meaning about the tables, but I&#039;ve switched monitors and see what you&#039;re saying about the links. I think maybe yellowy? Dunno.&lt;br /&gt;
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::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:50, 21 April 2013 (EDT)&lt;br /&gt;
:::::Yellow links look better than the previous ones. What I meant about the tables is that on the Class Builds the background color of each table is table while the page background is dark grey. I got Century Gothic installed (it&#039;s a free font IIRC), is it the one being used? [[User:Hobbes|Hobbes]] 11:20, 21 April 2013 (EDT)&lt;br /&gt;
::::::Er...&lt;br /&gt;
&lt;br /&gt;
::::::The cells should have a black background, the header cells should be grey. This is what I intended, though if you&#039;re expecting something different (or have a different suggestion) I&#039;m more then happy to try other styles.&lt;br /&gt;
&lt;br /&gt;
::::::I&#039;d say you&#039;re indeed using Century Gothic. If you check the &amp;quot;font-family&amp;quot; line in the template, the web browser reads it from left to right, and uses the first font specified that exists on the computer (so if it can&#039;t find one, it falls back to the next, and so on). Hence if you start removing fonts from the front of the list and previewing the page you can compare each one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:11, 21 April 2013 (EDT)&lt;br /&gt;
:::::::There were a couple of white backgrounds on table but those seen to have disappeared. Century Gothic still looks the better (and it seems to be free) since it is the one (or really close) used in Enemy Unknown 2012. [[User:Hobbes|Hobbes]] 20:43, 21 April 2013 (EDT)&lt;br /&gt;
::::::::Best I can make out it should be possible to use an uploaded font no worries, though I&#039;d need to bug Pete to actually get it on to the server.&lt;br /&gt;
&lt;br /&gt;
::::::::In the meantime, bold tildes are pretty much rendered blobs under PGothic (&#039;&#039;&#039;~&#039;&#039;&#039;). They looking ok to you? - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:04, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::This is what I see using it as a font [[:File:PSGothic.png]] [[User:Hobbes|Hobbes]] 17:37, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::I&#039;m trying the new Style in a few pages and it is looking great. What I&#039;m starting to wonder is what will happen to the other pages (non-EU2012). With UFO, TFTD and Apoc it should be possible to replicate it (although I have quite a few doubts about TFTD&#039;s colors...). But what about the other pages not directly related to a game? [[User:Hobbes|Hobbes]] 17:55, 22 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::We can currently only skin pages we manually add the template link to. That means that certain pages (like recent changes or page history) &#039;&#039;can&#039;t&#039;&#039; be skinned, not unless the skin files are changed on the server side... Which&#039;d be a lot harder then skinning through these templates is (lots of files to modify with no simple way of previewing the changes, unless someone sets up their own wiki to play with on a home computer).&lt;br /&gt;
&lt;br /&gt;
::::::::::In short, for now we may just have to leave &#039;em. While it might currently seem a bit jarring with just a black skin and a white skin, I think it won&#039;t seem so bad once there&#039;s a few others floating around the place.&lt;br /&gt;
&lt;br /&gt;
::::::::::In particular I was thinking of leaving talk pages unskinned regardless of what game they belong to (if only because most articles don&#039;t HAVE a talk page). - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:05, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::::Please tell me you&#039;re not sticking to the green background when showing a page&#039;s changes... ;) [[User:Hobbes|Hobbes]] 14:01, 23 April 2013 (EDT)&lt;br /&gt;
::::::::::::Can&#039;t think of anything better for it myself. :|&lt;br /&gt;
&lt;br /&gt;
::::::::::::You do mean the green background that goes against added lines, yes? The bit of code to tweak goes along the lines of:&lt;br /&gt;
&lt;br /&gt;
:::::::::::: td.diff-addedline {&lt;br /&gt;
::::::::::::  background: #559E06;&lt;br /&gt;
:::::::::::: }&lt;br /&gt;
&lt;br /&gt;
::::::::::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Indent resetinator activated! I certainly hope this is a work in progress. It&#039;s very hard to read on my smartphone browser, and even on my laptop it&#039;s a real squint-fest. I&#039;d probably recommend a slightly lighter dark background rather than having extreme darks or lights. &lt;br /&gt;
&lt;br /&gt;
But that aside, we could ask Pete to implement a few snazzy skins that you can access from the appearance tab under your preferences screen. The skin will then apply to all the wiki pages with no specific skins assigned to them. Mind you, this change will only affect the individual accounts. [[User:NKF|NKF]] 02:36, 24 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yep, if I considered it done it&#039;d have a rather more official looking name and I&#039;d be slapping it onto pages left right and center.  ;) &lt;br /&gt;
&lt;br /&gt;
:I will say I can&#039;t see much room for improvement myself - I&#039;m no graphic design artist. I&#039;m more then happy to implement any mock-ups people show me if they&#039;re not interested in tweaking the colours themselves, though.&lt;br /&gt;
&lt;br /&gt;
:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
::Well, no one else suggested improvements, so I&#039;m wondering if we should start using the new style on the EU2012 pages. [[User:Hobbes|Hobbes]] 10:52, 26 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I disagree with the use of individual styles over-riding the default one at special pages, it makes the wiki inconsistent and messy. &amp;lt;br/&amp;gt;If you are to add a new style to site, do it RIGHT and add it as a skin in the user preferences. --[[User:Kokkan|Kokkan]] 07:34, 6 September 2013 (EDT)&lt;br /&gt;
:::: I agree since I made a test the other day of the proposed EU2012 style and I wasn&#039;t satisfied with the results regarding readability - the colors make it too tiring to read. I have no idea of how to add skins though [[User:Hobbes|Hobbes]] 17:10, 6 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==The Bureau==&lt;br /&gt;
We better start thinking of adding a section for the game since it will be released next month. [[User:Hobbes|Hobbes]] 08:30, 17 July 2013 (EDT)&lt;br /&gt;
: And we have the starting page and table for the [[The Bureau: XCOM Declassified|The Bureau]] online, although it is completely bare for the moment. [[User:Hobbes|Hobbes]] 22:30, 22 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==UFO: Alien Invasion==&lt;br /&gt;
I am one of the developers of [http://ufoai.org UFO: Alien Invasion], an open-source game inspired by X-Com. Ufopaedia.org taught me how to not suck at the original X-Com years ago and I&#039;ve always been grateful. I wondered if the maintainers of ufopaedia.org would be interested in adding support for our game. While we have our own development wiki where we could host strategy advice, I think there are several benefits to having a third-party strategy guide. Of course, the fact that our game undergoes rolling development will lead to extra maintenance work. But I think this could be limited by only providing data on the latest stable version (released once every year or two). I am willing to undertake the work to prepare the initial content for our upcoming stable release 2.5. --[[User:H-Hour|H-Hour]] 09:55, 26 August 2013 (EDT)&lt;br /&gt;
:Hi there. I&#039;m one of the administrators and although I can&#039;t speak for the other admins or the site owner (Pete), I think that it would make sense to add UFO:AI to the Featured Projects section. I&#039;ll ask them if there&#039;s any objection on the UFOPaedia&#039;s [http://www.strategycore.co.uk/forums/UFOPaediaorg-f96.html| forum] at Strategycore and if they&#039;re good about it, I&#039;ll add the link to the wiki sidebar. Should the initial page be named [[UFO:AI]] or do you prefer something else? Also, the game needs a wiki suffix, to be used in the guide&#039;s individual pages name and for their category tags, as an example all XCOM: Enemy Unknown pages use &amp;lt;nowiki&amp;gt;(EU2012)&amp;lt;/nowiki&amp;gt;. [[User:Hobbes|Hobbes]] 10:25, 26 August 2013 (EDT)&lt;br /&gt;
::That&#039;s great, Hobbes. UFO:AI is fine for both the main page name and as a page suffix. If you think it is better given our rolling development, we can include the version for clarity (UFOAI2.5). --[[User:H-Hour|H-Hour]] 10:44, 26 August 2013 (EDT)&lt;br /&gt;
:::Better to keep version out otherwise it might be confusing. I&#039;m just going to wait a day or two to give the other admins time to read it. [[User:Hobbes|Hobbes]] 11:47, 26 August 2013 (EDT)&lt;br /&gt;
:I&#039;ve just added UFO:AI to the Wiki Sidebar. Happy editing :) [[User:Hobbes|Hobbes]] 05:33, 28 August 2013 (EDT)&lt;br /&gt;
::Thanks Hobbes! I&#039;ll get to it soon. --[[User:H-Hour|H-Hour]] 11:08, 28 August 2013 (EDT)&lt;br /&gt;
:I&#039;ve put up the initial table. Please let me know if there is anything that should be changed regarding the format or structure to ensure it complies with ufopaedia standards. --[[User:H-Hour|H-Hour]] 10:41, 29 August 2013 (EDT)&lt;br /&gt;
::We don&#039;t really have any standard for those tables, just use what you feel is more comfortable/logic :) [[User:Hobbes|Hobbes]] 11:25, 29 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extensions ==&lt;br /&gt;
&lt;br /&gt;
Over on wikia ot is possible to put sub-pages into tabs so that when u click on one it has different info than the other. If we had them on here then we could split the main page into 2 different tabs with old X-COM on one and new XCOM on the other while leaving the news where it is and the spin off/based off titles below it.&lt;br /&gt;
&lt;br /&gt;
Just an idea--[[User:Ditto51|Ditto51]] 04:08, 25 November 2013 (EST)&lt;br /&gt;
:Just checked to see how subpages work on Wikimedia but by default they&#039;re limited to the user and talk pages. Might be interesting to implement for specific game items that are changed between EU and EW (Chitin Plating, etc.). I&#039;m still waiting for Pete to fix the login process though since we need to get rid of the spammers before anything else. [[User:Hobbes|Hobbes]] 06:56, 25 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve been spending some time browsing the Minecraft wiki recently, and a couple of convenient extensions like expanding/collapsing content would be nice to have here as well. It would handy for the EW content as per the discussion elsewhere. It would be worth forming a list of the extensions we could use (and a link to said extension on www.mediawiki.org if possible). Once the signup issue is sorted we could suggest them to Pete. -[[User:NKF|NKF]] 07:06, 25 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The info about the subpage is here [http://www.mediawiki.org/wiki/Help:Subpages]. The other extension we were discussing before was spoilers [http://www.mediawiki.org/wiki/Extension:Spoilers]. We might as well ask this already for Pete so that he can set time for it. [[User:Hobbes|Hobbes]] 07:33, 25 November 2013 (EST)&lt;br /&gt;
::::Spoilers is now installed. Subpages are an interesting idea - essentially categorising the content better as you would on a normal website (if you were thinking of going /terror from the deep/aliens or something like that?). Since MediaWiki handles moved pages pretty sensibly (moves the page and its Talk page to the new location and points the old URL to the new page) there shouldn&#039;t be an issue with this. I would say that it&#039;s more of a library format then and it needs a few librarians to be in charge of the categorisation, but you guys seem to be doing a grand job of that anyway :) --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Found the tabs I was talking about [https://www.mediawiki.org/wiki/Tabber tabber] --[[User:Ditto51|Ditto51]] 08:37, 25 November 2013 (EST)&lt;br /&gt;
::::Tabber is now installed --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
:::::I can&#039;t get this to work, even when I use the example coding on the mediawiki page.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 18:01, 29 December 2013 (EST)&lt;br /&gt;
::::::My bad - was updating the wrong version of the settings file. The other extensions should now be avalable.&lt;br /&gt;
&lt;br /&gt;
:::[http://www.mediawiki.org/wiki/Multiple_upload Multiple Upload], to make it easier to upload images multiple images.--[[User:Ditto51|Ditto51]] 10:48, 1 December 2013 (EST)&lt;br /&gt;
::::The author doesn&#039;t seem to be maintaining this which is a worry, plus the discussion page for it mentions security issues so I&#039;m not going to bother with this one --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
:::::Installed an extension called MsUpload instead - you can see a bar at the top of the editor where you can drop files, or click the up arrow on the toolbar. This adds files to the queue and you can click on the name to rename them before uploading them. It then provides links to insert them --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 09:41, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Seems like only MsUpload is installed based on [[Special:Version]]; doesn&#039;t seem to show any other mentioned extensions?--[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 19:47, 29 December 2013 (EST)&lt;br /&gt;
::::My bad - was updating the wrong version of the settings file. The other extensions should now be avalable.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Wiki Software Upgrade ==&lt;br /&gt;
The Wiki software has now been upgraded to version 1.22 (was 1.16) so a few things have changed cosmetically and functionally. Whilst I&#039;ve tested things myself and they seem alright, you guys might spot some things I won&#039;t, so please let me know here if there are any issues. Now we&#039;re up to date, I can look at the extensions requested above :) --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 07:24, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Pete has asked in a [http://www.strategycore.co.uk/forums/topic/10805-wiki-software-key-features/ thread] on the Strategycore.co.uk forums for suggestions of new features to add during the wiki software upgrade. Please go there for the discussion or post here what features you think relevant for the UFOPaedia upgrade. [[User:Hobbes|Hobbes]] 08:42, 27 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:That wasn&#039;t &#039;&#039;exactly&#039;&#039; what I was asking there - it was more &amp;quot;if there were an ideal WIKI software what would its main features be?&amp;quot;. Though I suppose if there are other features that are required (aside from the obvious &amp;quot;better spam filtering&amp;quot;) then I could see what&#039;s available after I&#039;ve upgraded. Just so you all know, I&#039;ve pencilled in 10am GMT tomorrow (see link for current time: http://wwp.greenwichmeantime.co.uk/time-zone/europe/uk/time/ ) to move UFOPaedia to the same server that StrategyCore now sits on. The move gives us more power to run the software and expand it and sees the end of recent server instability. I&#039;ll put up a message at the top of the site in a few minutes, but just so you all know what&#039;s going on and that there will be downtime for a few hours. Once you see the message disappear from the top of the screen, you&#039;ll be looking at the new server and can post again. Apologies for the short notice, but whilst it&#039;s quiet and I have time, I really need to do the move and get things more stable before attempting the upgrade. --[[User:Pete|Pete]] 14:39, 27 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Most embedded images no longer display properly with the update, barring for a brief period during page load, only to disappear after page fully loads.  Tested in two browsers. [[User:Arrow Quivershaft|Arrow Quivershaft]] ([[User talk:Arrow Quivershaft|talk]]) 16:48, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Can you give me a few examples of pages where this happens? I know I caused a weird issue for a while earlier on if you had www. at the start of the web address, so make sure you don&#039;t have that in your address bar, but aside from that I can&#039;t think of anything that would cause that without seeing a page where it&#039;s happening. If you can link a page AND describe which images disappear on it I can investigate further. --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 17:54, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Seems to be working fine now, thanks for the response! [[User:Arrow Quivershaft|Arrow Quivershaft]] ([[User talk:Arrow Quivershaft|talk]]) 19:50, 30 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Watchlist E-Mails ==&lt;br /&gt;
&lt;br /&gt;
When I recieve E-Mails about edits on the EU2012 pages, it always take me to a new page because the bracket at the end is no included in the link for some reason&lt;br /&gt;
Eg. An E-Mail about Second Wave (EU2012) takes be to Second Wave (EU2012&lt;br /&gt;
&lt;br /&gt;
--[[User:Ditto51|Ditto51]] 03:45, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Simpler Main Page ==&lt;br /&gt;
&lt;br /&gt;
[[File:Cleaner Homepage Idea.png|200px|thumb|left]] I know this is going to generate all sorts of responses - there are some people here being quite negative about the new games (the old ones aren&#039;t coming back, nor have they gone away though!) and since UFO and TFTD seem to get the most love of all of the original series of games this idea might not go down too well, but what do you think?&lt;br /&gt;
&lt;br /&gt;
It is just an idea after all, but my train of thought was that (not intending to offend) the homepage is too busy. The links next to the intro text are a bit small, and then the game &amp;quot;contents&amp;quot; links are just way too far down the page for people to bother with so I thought perhaps something a bit more visible might be good, then lose EVERYTHING below the news. To my mind, the homepage should have your introduction, obvious links to the content people are searching for and then news - that&#039;s it. The contents further down the page are merely replicating what you get when you click on the game links anyway.&lt;br /&gt;
&lt;br /&gt;
I have introduced an issue using the 1994 UK box cover at the beginning there, so might be best having it alternate between the two or be half and half somehow, but I suspect that&#039;s the least of the comments I&#039;m going to get.&lt;br /&gt;
&lt;br /&gt;
So why would I want to promote the other minor games? Well... they&#039;re incomplete. Obviously this is because people aren&#039;t contributing content, but I&#039;m not sure it helps that the Games list on the left doesn&#039;t list them (I know &#039;&#039;why&#039;&#039; it doesn&#039;t, just pointing out that that will cause people to miss them).&lt;br /&gt;
&lt;br /&gt;
Another thought I had was a simple graphic - half and half - for old and new and go to a page listing the old and new games, but can&#039;t think of a sensible graphic for that.&lt;br /&gt;
&lt;br /&gt;
[[File:Analytics Content.gif|200px|thumb|left]]Something interesting to note is that since I fixed the tracking code for Google Analytics, it shows just how popular the new games are on this website.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Once upon a time I had been toying with the idea of changing the main page into a very simple page with almost no content, but instead set it up as a launchpad to the various &#039;main pages&#039; for the different games by way of the box covers as you have done.  That never eventuated - partly forgotten as with many ambitious ideas on the wiki in favour of other more exciting things in the recent updates, and a major change like that would&#039;ve been too much of a culture shock. But with all he new fangled extensions and other things the new software can do, perhaps a move back in that direction isn&#039;t a bad idea. It would be nice change to the traditional game intro screen at the top of the page. -[[User:NKF|NKF]] ([[User talk:NKF|talk]]) 08:07, 30 December 2013 (EST)&lt;br /&gt;
:Pete, I completely agree with your idea of dropping everything below the News since it&#039;s easier to simply use the left links and I doubt a lot of people bother to scroll down so much.&lt;br /&gt;
:Regarding the old vs. new games, one of the most telling graphs from Google Analytics is this one:&lt;br /&gt;
[[File:EU stats.png]]&lt;br /&gt;
&lt;br /&gt;
The first increase in daily visits on January 2012 is when XCOM: Enemy Unknown was announced, the massive spike in November 2012 is when it was released. But what&#039;s even more interesting is that for the same period, the Apocalypse page was the 2nd most visited, UFO Defense the 3th and TFTD the 7th. There&#039;s no info for Enemy Unknown 2012 though (there must have been a problem with Analytics since it only started recording visits to the EU2012 pages last month - this might also explain why the visits decreased from November 2012 onwards since visits to the EU2012 were not recorded by Analytics). To me this means that the old games are still live and kicking but also that the new game brought again a big interest on the series. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:23, 30 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:Homepage 2.jpeg|200px|thumb|left|]] [[File:UFOPaedia-Homepage-3.jpg|200px|thumb|left|]]I&#039;ve been toying with some alternative graphics that are better than my original idea. There&#039;s a colour version, but it&#039;s a bit &amp;quot;full-on&amp;quot; on a predominantly black and white page, and a greyscale version that might work better. My thinking is that if they are both set to something like 49% width with the latter having 2% left padding, they will scale with the different screen sizes people will view it at. That sort of thing works a lot better in browsers nowadays. Any good? If they&#039;re both still a bit bold I could wash out the backgrounds a bit more (that or change the colour of UFOPaedia :D )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Grey Scale looks better, but it looks like you forgot [[The Bureau: XCOM Declassified|The Bureau Case]] on the Reboot series image--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 08:44, 1 January 2014 (EST)&lt;br /&gt;
::I agree with Ditto51, Grey Scale looks better. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 11:52, 4 January 2014 (EST)&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Long War at Featured Projects==&lt;br /&gt;
I&#039;ve been having a discussion at the Nexusmods forums regarding the possibility of having a subwiki hosted at the UFOPaedia for the Enemy Unknown (2012)&#039;s Long War mod. This is a mod that has been in development for the past two years and has been highly praised by gaming magazines and EU&#039;s developers and the [http://www.nexusmods.com/xcom/mods/88/? beta] for Long War 3 (compatible with Enemy Within) has just been released. Any comments? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:15, 26 May 2014 (EDT)&lt;br /&gt;
:Hm, I&#039;d certianly say it&#039;s a noteworthy mod (though it may be more due to the fact that, in this day and age, information simply travels faster and with greater acessability/ease, than say, the mods for the &#039;94 game, but that&#039;s a different lecture), so I&#039;d say yes, a sub-wiki under XCOM:EU/EW, not as sure as to has a separate sidebar/front page space (besides in the news section, and &amp;quot;yes we have no bannanas&amp;quot; perma-link)(if you understand a thing of what the hell I just said/usually say) like the offical releases (ie; like how EW isn&#039;t in the sidebar, just vanilla EU). Also, I don&#039;t even see a mod/hack page on the xcom.wikia, so that&#039;d be another thing we&#039;d have over them, heh heh~ --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 07:35, 27 May 2014 (EDT)&lt;br /&gt;
::Well I&#039;ve just tried it the first time and downloading the latest beta. I had participated in a few discussions at Nexusmods regarding new features but I had never bothered playing (just another mod and it required a lot of user steps to install) since I had my hands more than full with EU/EW. All I can say is that this is as big as the Enemy Within DLC regarding new features and reworking of the existing ones, turning it into a different game and installation is much easier than before. &lt;br /&gt;
::So I&#039;d definitely add this to the Featured Projects since it&#039;s as big as UFO2000 and OpenXcom and it is more comparable to them rather than EW. The reason why EW is not on the sidebar is because it would require its own separate table and either a lot of duplication of already existing pages or it would be a rather small table. Long War on the other hand reworks the Strategic Layer (air interceptions, panic system, AI), soldier classes/abilities, equipment, Research tree, and several aspects of combat so it will require specific pages to detail all those changes. &lt;br /&gt;
::To finish, I&#039;d use the same rules for Long War as OpenXcom/UFO200: keep its pages completely separate from the EU2012 ones by using a (Long War) category and suffix; no links on EU/EW pages to Long War pages (to separate official games from fandom), and finally create a specific table for Long War, based on the current EU2012 table format. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 09:19, 27 May 2014 (EDT)&lt;br /&gt;
==Wiki Etiquette and Word Choice==&lt;br /&gt;
You should probably change &amp;quot;COULD OF&amp;quot; to &amp;quot;COULD HAVE&amp;quot;. Particularly since it&#039;s in bold. Unless you want everyone to notice your awful grasp of the language, of course. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 02:34, 19 September 2014 (EDT)&lt;br /&gt;
:Keep in mind that for several users English might not be their first language (myself included). Or that &#039;awful&#039; can be understood to be as insulting as &#039;autistic&#039; ;) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:35, 19 September 2014 (EDT)&lt;br /&gt;
::Spanish is my first language. Feel free to edit my Bureau entries, &#039;Shroom.... Which is pretty much &amp;quot;all entries for The Bureau.&amp;quot; Have fun! --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 17:27, 19 September 2014 (EDT)&lt;br /&gt;
:Hobbes: I have an awful grasp of French (significantly more awful, at that). Also, the reason I reacted to Connor wasn&#039;t that he&#039;d insulted Xuncu, but that he did so using a slur that implicitly insulted others (including me). Compare, for instance, the reason people get angry if someone calls a miser a Jew; they&#039;re not angry because of the insult to the miser, but because of the insult to all Jews by equating them with misers. My autistic obsession with X-Com has produced useful pages on this wiki; Connor&#039;s slur denied that and implicitly told me to GTFO. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 18:42, 19 September 2014 (EDT)&lt;br /&gt;
::You have a right to feel insulted whenever someone says something that offends you, but the way you communicate it to the offender is your decision. I find it easier not to take these situations too personally because ignorance is far more common than malice :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 18:57, 19 September 2014 (EDT)&lt;br /&gt;
:The two blend together in the context of hate speech; while specific malice toward the group in question is not necessarily required, a generally xenophobic mindset and a willingness to stereotype with callous disregard for accuracy &#039;&#039;&#039;is&#039;&#039;&#039; present in basically all cases. Hate speech &amp;quot;by mistake&amp;quot; (ie, using slurs without intending to) is extremely rare and easily distinguishable from the intentional sort. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:17, 19 September 2014 (EDT)&lt;br /&gt;
::Wikis have one [http://www.example.com principle] (amongst others) to work: &#039;&#039;&#039;assume good faith on the part of its users&#039;&#039;&#039;. I&#039;ve been [[Talk:Impossible_Difficulty_(EU2012)|called]] here &#039;pedantic&#039; due to my obsession with detail and personally the term has a negative connotation to me but I chose to assume good faith and accept the feedback. Otherwise, if we take slight on every badly chosen word, then this really hurts collaboration, which is what wikis are all about. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:50, 20 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XCOM2==&lt;br /&gt;
Off to the madness we head out again. :)&lt;br /&gt;
First issue is what suffix to add to page names to help classify and identify their content: (TFTD) for Terror From the Deep, (EU2012) for Enemy Unknown, etc. Any suggestions? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 22:34, 2 June 2015 (EDT)&lt;br /&gt;
:Like we&#039;ve been doing up to this point. EU, TFTD, Apoc, Int?, EU2012 and now I assume XCOM2. If the name changes in the future, we&#039;ll have to adjust the suffix accordingly. --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 23:49, 2 June 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Incendiary&amp;diff=65015</id>
		<title>Incendiary</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Incendiary&amp;diff=65015"/>
		<updated>2015-06-03T03:44:27Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Damage */ Added equation and example for duration of unit fire.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fire_ground.gif|Ground Fire Animation]] [[Image:Fire_unit.gif|Unit Fire Animation]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Incendiary]]&#039;&#039;&#039; (IN) ammunition creates a large area of &#039;&#039;&#039;fire&#039;&#039;&#039; on the [[battlescape]] equal to its [[#Blast Diameter|blast diameter]].  Incendiary rounds will burn for two turns on non-flammable terrain.  Flammable terrain will burn for longer, and the fire is likely to spread to any adjacent flammable tiles.  Aliens and unarmored X-COM agents can catch fire as well.&lt;br /&gt;
&lt;br /&gt;
Incendiary rounds do very little direct damage -- between 0 and 10 points per hit -- but continue to do damage every turn that a unit is in fire or on fire.  Due to the &amp;quot;[[Known_Bugs#Funky_Fire|funky fire]]&amp;quot; bug, units in or on fire will also take damage every time an incendiary round goes of &#039;&#039;anywhere&#039;&#039; on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
Incendiary rounds are available for the following weapons:&lt;br /&gt;
&lt;br /&gt;
*[[Auto-Cannon]]&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Rocket Launcher]]&lt;br /&gt;
&lt;br /&gt;
Some tiles may already be on fire at the start of the mission if the [[UFO Crash Recovery|UFO crashed]].&lt;br /&gt;
&lt;br /&gt;
== Blast Diameter ==&lt;br /&gt;
&lt;br /&gt;
*Auto-Cannon incendiary rounds have a blast diameter of 5 tiles; note that the southern tip of the &amp;quot;diamond&amp;quot; will always be missing.&lt;br /&gt;
*Heavy Cannon incendiary rounds have a blast diameter of 7 tiles.&lt;br /&gt;
*Incendiary rockets have a blast diameter of 9 tiles.&lt;br /&gt;
&lt;br /&gt;
                               X&lt;br /&gt;
                X           XXXXXXX&lt;br /&gt;
   X          XXXXX         XXXXXXX&lt;br /&gt;
  XXX         XXXXX         XXXXXXX&lt;br /&gt;
 XXXXX       XXXXXXX       XXXXXXXXX&lt;br /&gt;
  XXX         XXXXX         XXXXXXX&lt;br /&gt;
   X          XXXXX         XXXXXXX&lt;br /&gt;
                X           XXXXXXX&lt;br /&gt;
                               X&lt;br /&gt;
 &lt;br /&gt;
 AC-IN        HC-IN          RL-IN&lt;br /&gt;
&lt;br /&gt;
==Smoke==&lt;br /&gt;
[[Image:Smoke1.gif]] [[Image:Smoke2.gif]] [[Image:Smoke3.gif]]&lt;br /&gt;
A burning fire can also be used as an impromptu smoke screen. No smoke appears immediately, but smoke will appear outside the edges of the fire, as the fire slowly spreads in subsequent turns. The smoke begins on the first turn after the turn the incendiary round is fired. The smoke will spread vertically (upwards) as well as laterally. Smoke can block [[Line_of_sight|line of sight]].&lt;br /&gt;
&lt;br /&gt;
==Light== &lt;br /&gt;
[[File:FlarePattern.png|thumb|right|A single square of fire will illuminate the area within the grey line.]]&lt;br /&gt;
Fire not only damages aliens and obstacles hiding in dark corners of the map, but also illuminates the area for several turns. This is especially useful during [[Night Missions]].&lt;br /&gt;
&lt;br /&gt;
Any tile on fire will provide illumination within a 9 tile radius.  A large patch of fire will illuminate everything within 9 tiles of the outer edge of the fire.  Curiously, aliens on fire do not provide illumination.  Maybe they&#039;re [http://firecritic.com/2010/12/firefighters-guide-to-invisible-fire-otherwise-known-as-ethanol-fires/ made of ethanol] or something.&lt;br /&gt;
&lt;br /&gt;
==Damage== &lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;Incendiary damage mechanics are not fully understood and are being re-investigated by [[User:Zombie|Zombie]]. The information below is part of the picture but not the completely accurate picture. Treat with caution! More discussion is on the [[Talk:Incendiary|Talk page]].&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Brush and wood on fire will eventually be consumed, leaving a flat scorched-earth [[MCD|tile]]. &lt;br /&gt;
&lt;br /&gt;
* If a [[Zombie]] is killed by the explosive impact of any form of Incendiary munitions, the [[Chryssalid]] larva will be burnt up instead of hatching. However, Zombies have high [[Alien Stats|hit points]] and will have to be near death to be killed by an IN round, per se.&lt;br /&gt;
&lt;br /&gt;
* UFO interiors and dropped items are fireproof, even if their owners aren&#039;t. Silverblade recommends combining this fact with the diagonal wall bug and an incendiary rocket to roast them in the shell.&lt;br /&gt;
&lt;br /&gt;
* Damage caused by fire does not alter [[Morale]] level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; forms of manufactured X-COM armor will completely block the effects of fire -- including direct hits from incendiary rounds. Soldiers not wearing armor take [[Health]] damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldiers wearing armour, if wounded, can die from spreading fire.&#039;&#039;&#039;  Apparently if the damage the fire would inflict exceeds the soldier&#039;s remaining [[health]], the soldier will die.  If the damage is not enough to kill the soldier that turn, no damage will be inflicted.  This bug only applies to &#039;&#039;spreading&#039;&#039; fire, and will not affect a wounded soldier already standing in fire.&lt;br /&gt;
&lt;br /&gt;
* Certain creatures take increased or decreased [[Damage#Damage_Modifiers|damage]] from incendiary rounds:&lt;br /&gt;
**More Vulnerable:&lt;br /&gt;
***170% - Reaper         &lt;br /&gt;
**Less Vulnerable:&lt;br /&gt;
***80% - Chryssalid     &lt;br /&gt;
***70% - Ethereal, Snakeman       &lt;br /&gt;
***40% - Tanks/Hovertanks          &lt;br /&gt;
*** 0% - Silacoid (rocks don&#039;t burn!)&lt;br /&gt;
&lt;br /&gt;
* Initial &amp;quot;impact&amp;quot; damage from incendiary ammunition is either for no points (unit does not catch fire), or between 5-10 points (unit catches fire). Since the distribution is randomly chosen from the set [ 0, 5, 6, 7, 8, 9, 10 ] (seven values), the probability of remaining unharmed is 14% (1/7), while there is an 86% chance (6/7) a unit will take some damage. The average damage is 6.4.&lt;br /&gt;
&lt;br /&gt;
* Units standing in a blaze (as opposed to being on fire themselves) will receive between 1-12 damage points, most likely determined by the flammability rating of their tile ([[MCD]] offset 45). They have a 33% chance of catching fire (observation from 6000+ trials). &lt;br /&gt;
&lt;br /&gt;
* Once lit, units burn for a slightly random amount of time, taking 5-10 damage points each turn. (If units fall unconscious, they do not continue to burn.) Thus the average total damage is 21.5 points (3 x 7.5), but could be as high as 50. Compare that [[Alien Stats|alien health values]] range from 30 to 120... it can kill or seriously damage sectoids, floaters (if on ground!), and maybe snakes, but barely warms up mutons. Terrorists are hardly touched (but now you might have their attention). Unsurprisingly, the equation used to determine how long a unit will remain on fire depends on the damage modifier of the unit in question: MaxTime=5*Damage Modifier/100, Duration=Random(MaxTime). So for example, if a tank (damage modifier to IN=40) catches fire it will remain lit for MaxTime=5*40/100=2; Duration=Random(2) or 1-2  turns.&lt;br /&gt;
&lt;br /&gt;
* Smoke does not snuff out units on fire.&lt;br /&gt;
&lt;br /&gt;
* Ultimately, in comparison with other ammo types, incendiary ammo is both weak and slow. Most of the time you will want to use it for other purposes (light, blocking LOS, clearing areas) and consider any damage a plus. However, it can be particularly effective against sectoids - so have plenty of IN for your early-game missions. Barbecue spits are optional.&lt;br /&gt;
&lt;br /&gt;
==Spreading==&lt;br /&gt;
Fires can spread one tile in every direction, in ideal conditions (such as wheat fields and haylofts). However, since [[Battlescape_Map_Generation|no map]] is a pure wheat field and many tile types are unlikely to burn, they eventually go out.&lt;br /&gt;
&lt;br /&gt;
Unarmored soldiers can walk through fire unscathed, but don&#039;t be left standing on &#039;&#039;&#039;&#039;&#039;or next to&#039;&#039;&#039;&#039;&#039; a burning tile at the end of the turn. That&#039;s when the fire-spreading code runs. Incendiaries also restrict alien movement; they, too, try to avoid fire.&lt;br /&gt;
&lt;br /&gt;
Explosives (any weapon with [[damage]] type [[Explosives|HE]]) can start fires, particularly in mountains (due to a [[Explosives#Mile-High_Madness|bug]]). Copious use of explosives on thick cover can flush out the enemy - but you have an [[Managing_the_Item_Limit|80-item limit]].&lt;br /&gt;
&lt;br /&gt;
Explosives will not put out fires, per se. You can directly destroy tile flammability via [[Explosives#Tile_Characteristics|explosives]] so that areas can&#039;t burn (or stop burning), but it&#039;s tricky. (How accurate is your [[Throwing_Accuracy|throwing]]?) In theory, it&#039;s possible for your team to corral or even direct flames, but how many folks have tried this? Please put any good war stories along these lines on this page&#039;s Discussion.&lt;br /&gt;
&lt;br /&gt;
==Quirks, Tips, And Tricks==&lt;br /&gt;
XCOM makes a brave attempt to model fire. However, there are some quirks:&lt;br /&gt;
&lt;br /&gt;
*If a unit (alien or friendly) is on fire or standing in flames, an incendiary explosion &#039;&#039;anywhere else on the map&#039;&#039; will damage it, even if you just shoot an IN round at a random patch of ground.&lt;br /&gt;
&lt;br /&gt;
*Friendly units standing in &#039;&#039;&#039;smoke&#039;&#039;&#039; will take &#039;&#039;&#039;STUN&#039;&#039;&#039; damage every time an incendiary round explodes, &#039;&#039;&#039;even if armored.&#039;&#039;&#039; Alien units are not affected (needs further testing).&lt;br /&gt;
&lt;br /&gt;
*Aliens not facing you will not respond with reaction fire when hit (directly or indirectly) by an incendiary round (see [[Reaction fire triggers]]).&lt;br /&gt;
&lt;br /&gt;
* Smoke and flames do not mix. Only one type may exist on a particular tile on a particular turn. To quickly smother a blaze simply drop a primed [[Smoke Grenade]] in the center. This is a fairly useful trick for unarmored soldiers who want to safely cross a blaze without waiting for it to burn out by itself. But remember, you can cross a blaze safely - just don&#039;t stop in or next to one.&lt;br /&gt;
&lt;br /&gt;
*There is an upper limit to how many squares can be on fire or in smoke (400 squares total for both). Once you have a good sized blaze going (forest fire, anyone?) further incendiary rounds will seem to fizzle, because no more fire can be created. Impact damage will still be dealt and units can still be set on fire. Still, existing smoke-covered tiles can be turned into fire instead of smoke, and vice versa. &lt;br /&gt;
&lt;br /&gt;
*The damage values listed in the [[UFOpaedia]] do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames. Fire is unlike other damage; it works at initial blast and then over time, as described above.&lt;br /&gt;
&lt;br /&gt;
*Shots made with IN rounds never count as &amp;quot;hitting&amp;quot; for the purposes of firing accuracy [[experience]], but reaction shots are counted and can go towards better reaction stats. &lt;br /&gt;
&lt;br /&gt;
*Incendiary rounds (and other forms of fire) do not damage valuable equipment/loot; even corpses will not burn.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
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