https://www.ufopaedia.org/api.php?action=feedcontributions&user=Steelpoint&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T15:54:21ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Talk:Main_Page&diff=108311Talk:Main Page2022-06-05T10:12:05Z<p>Steelpoint: /* New and old images not showing? */</p>
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<div>'''Welcome To All Rookies'''<br />
<br />
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. <br />
<br />
Specific game questions should be asked on the game's individual talk pages. <br />
<br />
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To start a new topic simply press the '''edit''' button above. Then place your <nowiki>==Topic Name==</nowiki> like it is written here.<br />
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That's it. Happy editing!<br />
----<br />
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Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. <br />
<br />
__TOC__<br />
==Removing All Featured Projects from Sidebar==<br />
:We had another request to add an entry to the Featured Projects sidebar (LWOTC) and since we now have a Featured Projects page I've been wondering if it wouldn't be better to remove all the current Featured Projects from the sidebar and put them in that page, for several reasons:<br />
#The wiki has always been focused on the games and not on fan projects.<br />
#There are wiki-relevant sidebar links that keep getting pushed downwards everytime a project is added, like languages or tools.<br />
#With the reboot of the franchise and OpenXCom, a lot of fan projects are in the works. <br />
#While we provide a space for their subwikis if they need, the wiki was never a hub for fan projects and to publicize/monetize them. <br />
#Those projects typically came and use our space but I can't remember any who contributed to the wiki's main pages about the original XCom games, other than placing links to their projects on the original game pages for publicity. <br />
#A couple projects have also left and set up their own wikis, without ever bothering to at least delete their content once they stopped updating it, since they decided they didn't want to be here anymore when they didn't get the publicity they wanted. <br />
#UFO2000 & UFO:AI have zero or limited development for years - they're dead or almost.<br />
#OpenXCom and OpenApoc already have links for their subwikis on the UFO and Apocalypse tables.<br />
#Having Long War and Long War 2 then leads to other large projects like Long War Reworked and Long War of the Chosen also wanting the same attention/publicity. All of those could have also links for them on the Enemy Unknown and XCOM2 tables. <br />
#And the Featured Projects page could be reworked so that they are properly grouped together according to their specific game that they originate from and it could also include a short description about their scope and objectives. <br />
Ideas/Comments? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 06:07, 4 January 2022 (CET)<br />
<br />
==Featured Projects on Sidebar==<br />
I was requested on Discord by user [[Ucross]] to add to the Featured Projects section of the sidebar the mod that he is working on called Long War Rebalance, which is a mod of Long War, and thus a mod of XCOM: Enemy Unknown, and I refused the request for the same reasons I already presented below regarding the Piratez mod for OpenXCom.<br />
It's arguable for the same reason that Long War shouldn't on that list for the same reason, it being a mod, but since Firaxis gave the official recognition to both Long Wars, and even gave support to Long War 2, that's the difference I see between Long War and all the other mods made for all XCom games, and thus worthy of recognition as significant contributions by and for the community. The same reason behind UFO2000, OpenXCom, OpenApoc and UFO:AI, they are all entire new XCom games built by teams of fans, and the first three are playable, and you can create mods for them. OpenXCom and OpenApoc are in active development. <br />
As for personal projects to be present on that section, I can think of a ton of projects related to XCom that would deserve to be there, and that would make that list endless an unpractical. And at the end, the objective of this wiki is to inform about the games. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:28, 27 September 2020 (UTC)<br />
<br />
: It still would be nice for players to be able to find all of the mods/projects that this wiki hosts. What about something like: "Other Projects" where it's a page that lists all other projects occurring for other games? Just a suggestion. Feel free to ignore me. =D [[User:Ucross|Ucross]] ([[User talk:Ucross|talk]]) 16:33, 12 November 2020 (UTC)<br />
<br />
:: I am rather partial to this solution myself. The wiki does need to keep its main focus tight as far as its main content is concerned. But nothing says we cannot have a page that acknowledges and point to other projects of interest. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:10, 11 November 2020 (UTC)<br />
<br />
==Server Move==<br />
In the near future we're going to move to a new server (hosted by NineX) because of the constant site outages and other technical/security issues that have been affecting the wiki since the last year. NineX currently hosts the OpenXCom forums and site, so I feel that it will be a good move since the OpenXCom community has been the most active in keeping the old XCom games alive. <br />
<br />
However we're still not sure if we're gonna be able to keep the old domain (www.ufopaedia.org) or if it will be necessary to move to a new one, and ask everybody to update their links. We're trying to keep the old domain, but right now the choice is to be between keeping things as they currently are, or get the technical/security issues fixed and get back the wiki properly working, even if that means losing the domain and the traffic.<br />
<br />
I personally prefer the 2nd option since we need a wiki that is 100% available for both consulting and editing information, like it did in the past. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 14:17, 25 January 2018 (UTC)<br />
==Temporary Domain==<br />
We completed the server move thanks to NineX, who also upgraded the wiki's software. The process required that we moved temporarily to a new domain, ufopaedia.info, but we'll return to our old domain, ufopaedia.org, as soon as the process is complete. Thanks for your patience :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:40, 28 January 2018 (CET)<br />
<br />
Migration finished. ufopaedia.info is redirecting to ufopaedia.org.<br />
Mediawiki software have been upgraded to latest version , and whole site audited. [[User:NineX|NineX]] ([[User talk:NineX|talk]]), 13:27, 31 January 2018 (CET)<br />
<br />
==Piratez in featured projects?==<br />
It seems out of place that piratez has it's own table on the UFOpedia, and uses (Piratez) to distinguish its own pages, but is not listed on the featured projects. Going to add it if nobody objects. The rationale for adding Long War in this talk pages history (Huge makeover of the original version) pretty much goes doubly so for piratez. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 21:57, 5 May 2019 (CEST)<br />
:Only admins can edit Featured Projects. And I object to it. <br />
:I proposed to add Long War because it was the only major mod available to EU/EW, and even got recognition and compliments made by Firaxis (with Jake Solomon joking that he was the guy that designed LW's beta), which was then extended to hiring the LW team to make official XCOM 2 mods for the game's release. So LW is really something special that deserved to get its own recognition. <br />
:Piratez is just one of several total conversions available for OpenXCom, and the intent is not to list all mod projects on Featured Projects, Because then X-Files, Hardmode or Area 51 would also qualify, being also expansions on their own right, although without Piratez's popularity. <br />
:Not to mention that there are other current XCom games like XCOM 2 that have also their own mods. So, if Piratez is added, what happens if someone else from another XCOM game, or current projects being developed like OpenApoc, decides to ask for his major mod to be added?<br />
:The primary intent of this wiki is the XCOM games, and Featured Projects is a way to recognize the hard work and dedication of a few fan projects, OpenXCom being one of them - and if you add Piratez then you're basically saying that Piratez is at the same level as OpenXCom, when Piratez wouldn't exist if there wasn't OpenXCom to begin with. <br />
:Finally, pages with their own suffix (Whatever) don't necessarily translate into Featured Projects, check the existing Interceptor and the Enforcer pages, it's more of a matter of internal page categorization. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:23, 5 May 2019 (CEST)<br />
::: Ah okay, but I'm not really convinced, this feels like a matter of scale. I'm not trying to get it added as a featured project because I'm a fan, it just doesn't seem right to not have it there regardless of those reasons. If you look at something like UFO:AI or OpenApoc, on the main featured bar, they're almost completed unupdated and tiny. If the idea is that Piratez should have it's place on this wiki, and not on it's own wiki, then it really should have a place on the main page. If it's not, why is it even on here with hundreds and hundreds of pages? I type in just about any search for x-com related things and see a bunch of piratez pages in the autocomplete. If X-Files, Hardmode, Area 51 had hundreds of pages on the wiki, I'd recommend adding them as well, though they don't. Anyways, just my thoughts, I won't push this anymore. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 01:53, 6 May 2019 (CEST)<br />
:::Edit: https://en.wikipedia.org/wiki/Wikipedia:Orphan explains the argument more. It The piratez main page is a huge presence on the wiki, and is essentially unaccessable on the wiki. Which is just not what wikis are about. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 01:59, 6 May 2019 (CEST)<br />
:::: There are a lot of interesting points in your reply, that I'll try to answer separately to those, since some I have already considered myself.<br />
:::: UFO2000 and UFO:AI are dead projects, UFO2000 had its glory days more than 10 years ago (I was heavily involved with it) and it is playable (although hardly anyone plays it) and UFO:AI was never finished, so there's really an argument there whether both should still be on Featured Projects. OpenApoc on the other hand is actively being developed right now, they have their own Discord channel and it might take a while, but the general feeling is that one day it will reach 1.0 status, like OpenXCom did.<br />
:::: Piratez section on its wiki grew up by itself out of the OpenXCom until now, Dioxine or anyone ever asked permission, that I recall, but since we got the space and it is XCom related, no one objected, and the community is pretty supportive of each other's projects. <br />
:::: If by Auto-Complete you mean Google's search bar then the reason why you get so much Piratez results associated with XCom is because it uses your past search history and page views. I don't get any Piratez results when I search for XCom things because I don't play Piratez (and I don't play LW or LW2 also, but I suggested that they should be added because of their importance).<br />
:::: And this brings me to another important point, which is that Piratez includes content that some people don't really think belongs in an XCom game, namely it being about space pirates, slaves and mutants against aliens, and with the nudity involved. I know it takes place in an alternate universe where XCom lost the war, but if Firaxis announced that XCOM 3 followed Piratez setting, there would be a huge fan backlash because XCom has almost always been about an international, semi-clandestine organization of humans fighting aliens, and never required nudity to be atractive. Piratez setting and aesthetics appeal to a lot of people but to a lot of others it doesn't, even inside the OpenXCom community. <br />
:::: And for instance, I'm the lead developer of Area 51 that was mentioned before, and while it expands the base UFO: Defense game like EW or LW did, if not more, I do not think it should be on Featured Projects because of all the reasons I mentioned before. As a developer I'd love it to be more publicized, but here I need to think first as a wiki administrator, and like I said before, this is an XCOM wiki since it was created 15 years ago, not an OpenXCom one. If this was a wiki dedicated to OXC, then Piratez, Area 51, Tech-Comm (another total conversion I'm working based on the Terminator universe), Warhammer 40k, Dune, and all other major projects, XCom based or not, would belong here, but it isn't.<br />
:::: Finally, we're not talking here about a single orphan article. Orphan articles mean that they can only be accessed by searching the wiki since there aren't any links to them anywhere. Piratez can be accessed through here https://www.ufopaedia.org/index.php/Mods_(OpenXcom). The issue really is that you think Piratez should be more advertised on the wiki by adding it to Featured Projects, but as I said before, it is questionable whether it deserves to get that sort of attention on an XCOM wiki. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 05:37, 6 May 2019 (CEST)<br />
::::: Heh, well in any case, looks like someone else added it to featured projects about a year ago: it's just on the featured projects at the very bottom of the page, along with all the other featured projects but with piratez squeezed in haha. Somewhat tangential but a bit on topic: Maybe the front page should just have a section at the top listing all the relevant games on the wiki? I remember like a decade ago when it was just the 1994 version/TFT and Apoc and the main page was very organized and clear, but it's really not now what with the tables of nearly every game on the wiki on the main page and some random lists in random places. Case in point: Piratez is already considered a featured mod by someone and neither of us noticed until this point, nor did I know even enforcer or these other spinoffs existed that you mentioned earlier existed or were on the wiki at all. In any case, glad to have talked this out. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 11:21, 6 May 2019 (CEST)<br />
::::: Bluh, one last point, I promise. I think maybe your having made/worked on a huge mod might be influencing your decision: you make it sound like it'd be a bad thing if all OpenXcom mods were featured and I don't think this would even be bad at all. E.g. a lot of games wikis list basically all the relevant large mods for the game in a very visible place. Example: https://rimworldwiki.com/wiki/Main_Page has a link to a list of pretty much every major mod visible up front without needing to scroll down. To me it just seemed odd specifically for piratez here since it also had a huge space on the wiki, but I don't see an issue with Area 51, Warhammer 40k, etc having a visible place.<br />
<br />
== XCOM 2 section problems ==<br />
<br />
Hi guys,<br />
<br />
I've noticed that there's loads of problems in the XCOM 2 sections - misspellings, orphan pages, a lack of organisation, and so on. Even the term "MEC" was spelt wrong in a page title. I've been tackling a few of these issues, but I'm just thinking that this isn't worth having because Fandom have their own wiki at [https://xcom.fandom.com/wiki/XCOM_Wiki] and they've got nearly everything down already.<br />
<br />
What are we trying to do here - dedicate this wiki to the old X-COM and a few mods (ahem, Long War), or adding in Firaxis's new XCOM grouping?<br />
<br />
Just a question in editorial direction.<br />
<br />
--[[User:SpeedofDeath118|SpeedofDeath118]] ([[User talk:SpeedofDeath118|talk]]) 17:08, 16 December 2019 (CET)<br />
:I think the question is more, what are you interested in doing? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:11, 16 December 2019 (CET)<br />
<br />
::The Wiki was set up long before the reboot series, so you could say the classics were its original focus. However it would have been remiss to not accommodate the new games as they appeared. However the wiki thrives or declines entirely on the input of the people that make use of it. If the interest and willingness is there, the sections will grow. If not (looks at the early spinoff titles), then perhaps not so much. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 07:31, 17 December 2019 (CET)<br />
<br />
== Enable dark mode theme? ==<br />
<br />
Would it be possible to add a dark mode option to this wiki? Something like these:<br />
https://help.fandom.com/wiki/Converting_to_hydradark<br />
https://www.mediawiki.org/wiki/Skin:Timeless/DarkCSS<br />
: Hi and thanks for asking but after consultation with NineX, we don't have the resources (someone experienced with Mediawiki) to keep the UFOpaedia.org updated to the latest Mediawiki releases. Otherwise, the odds are that things will start breaking with UFOpaedia.org if we change the custom skin, which has happened to other wikis. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:32, 25 October 2021 (CEST)<br />
<br />
I see a "Skin" option when I navigate to Preferences > Appearance (https://www.ufopaedia.org/index.php/Special:Preferences#mw-prefsection-rendering ), but no options other than the default appear. <br />
-[[User:JimmAYY2|JimmAYY2]] ([[User talk:JimmAYY2|talk]]) 19:38, 23 October 2021 (UTC)<br />
<br />
== New and old images not showing? ==<br />
<br />
When adding images to new pages that I've been editing I've noticed some images will never be displayed properly, this includes new images I've uploaded and old images from years ago that I've simply linked in a new page<br />
<br />
On this page:https://www.ufopaedia.org/index.php/Lab_Ship<br />
You can see that while the 'side view' image loads in correctly, however the terrain map images fail to load properly, spouting errors. These are all new images.<br />
<br />
Conversely on this page: https://www.ufopaedia.org/index.php/Battlescape_Strategy_(Hardmode)#Disembarkation_Strategy<br />
While most of those images are also new, the third image is the very old 'motion scanner' image from the vanilla wiki that has been around for a decade, it is also failing to load.<br />
<br />
I've no idea why some images will work and other's won't. I have also tried to do the edits and upload new images from entirly different devices and computers but to no avail.<br />
<br />
Just reporting the issue. Cheers [[User:Steelpoint|Steelpoint]] ([[User talk:Steelpoint|talk]]) 17:52, 3 June 2022 (CEST)<br />
:I just tried to see the image being hosted of the LabShip that wasn't displaying on the gallery and it didn't also load, with the similar error message. Since all the majority of the .pngs you upload seem to be correctly appearing, I'd advise to recheck those .png files. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 03:38, 5 June 2022 (CEST)<br />
<br />
:I've tried taking a new image on a different machine and have re-uploaded it to no avail, I've even taken a new image and converted it to a different file format but it still produces an error output. I've even uploaded the images to different websites to see if there's a problem with the files but the other websites display the image with no issues. <br />
:If we check some of the older pages I made, using the same program to get the UFO images, the images uploaded just fine as evidenced here: https://www.ufopaedia.org/index.php/Sentry_Ship<br />
:I'm just not sure of the issue or if its even one on my end due to how random the issue is. If it was just affecting images I am screenshoting from 'MapViewer' then I'd say that's it but its also cropping errors for a wide range of images from different sources. [[User:Steelpoint|Steelpoint]] ([[User talk:Steelpoint|talk]]) 12:11, 5 June 2022 (CEST)</div>Steelpointhttps://www.ufopaedia.org/index.php?title=File:UFO_210_L1.jpg&diff=108310File:UFO 210 L1.jpg2022-06-05T10:08:25Z<p>Steelpoint: </p>
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<div></div>Steelpointhttps://www.ufopaedia.org/index.php?title=File:UFO_Lab-1-L1.png&diff=108309File:UFO Lab-1-L1.png2022-06-05T10:06:16Z<p>Steelpoint: Steelpoint uploaded a new version of File:UFO Lab-1-L1.png</p>
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<div></div>Steelpointhttps://www.ufopaedia.org/index.php?title=Plasma_Pistol_(Hardmode)&diff=108306Plasma Pistol (Hardmode)2022-06-03T20:58:21Z<p>Steelpoint: </p>
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<div>[[Hardmode|Back To Main Page]]<br />
<br />
TBA<br />
TBA<br />
<br />
===X-COM Operation Guide===<br />
TBA<br />
<br />
==Statistics==<br />
<table><tr><td>[[Image:BigOb_PlasmaPistol.png|left|64 px]]</td><td><br />
*Power: Dependant Plasma<br />
*Size: 3 high x 2 wide<br />
*Weight: 3<br />
*TUs: <br />
**Auto: 30% (Accuracy 50%)<br />
**Snap: 30% (Accuracy 65%)<br />
**Aimed: 60% (Accuracy 85%)<br />
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $56,000 for parts, 1 Alien Alloy, 600 Engineer Hours<br />
*Sell Price: $42,000</td></tr></table><br />
===Ammo===<br />
{|<br />
|-<br />
|<br />
<table><tr><td>[[Image:Pistol_Ammo.png|left|64 px]]</td><td><br />
'''Pistol Clip'''<br />
*Power: 45 Plasma<br />
*Size: 1 high x 1 wide<br />
*Weight: 3<br />
*Ammo: 26 Rounds<br />
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $2,000 for parts, 1 Elerium, 60 Engineer Hours<br />
*Sell Price: $X</td></tr></table><br />
|<br />
<table><tr><td>[[Image:PistolEl_Ammo.png|left|64 px]]</td><td><br />
'''Pistol 'Elerium' Clip'''<br />
*Power: 72 Plasma<br />
*Size: 1 high x 1 wide<br />
*Weight: 3<br />
*Ammo: 26 Rounds<br />
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $2,350 for parts, 2 Elerium, 80 Engineer Hours<br />
*Sell Price: $X</td></tr></table><br />
|}<br />
<br />
==Firing Time Unit Notes==<br />
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over [[TU]]s that cannot be spent as a shot.<br />
<br />
* '''Auto:''' 3 Salvos of 9 shots, 10% remaining TUs<br />
* '''Aimed''' 1 shot, 40% remaining TUs (enough for 1 Snap shot or 1 Auto salvo)<br />
* '''Snap:''' 3 shots, 10% remaining TUs.<br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Small_Launcher_(Hardmode)&diff=108305Small Launcher (Hardmode)2022-06-03T20:49:36Z<p>Steelpoint: </p>
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<div>[[Hardmode|Back To Main Page]]<br />
<br />
A long range fire support weapon, the '''Small Launcher''' is an indirect fire weapon capable of lobbing alien grenades at great distances. It is the alien derived successor to the [[Grenade Launcher]].<br />
<br />
Unlike its vanilla counterpart this weapon is a indirect fire weapon that no longer loads non-lethal ammo by default, but highly lethal explosive elerium bombs. While capable of indirect fire support, it appears the aliens have not mastered this method of warfare and will employ this weapon as a direct fire weapon. This does not diminish the lethality of the weapon in the aliens hands but it at least means X-Com does not have to worry about the possibility of indirect fire coming their way. <br />
<br />
Due to the wide array of ammunition that can be loaded into the small launcher, there is a chance the enemy will fire less than lethal fire grenades, or even stun grenades, that while undesirable are unlikely to kill anyone if they strike a target. <br />
<br />
The Small Launcher comes with access to four ammo types. <br />
:'''Elerium Bomb''' - Function akin to regular explosive grenades in terms of power and blast radius<br />
:'''Smoke Bomb''' - Produce a small cloud of smoke at the target akin to a smoke grenade.<br />
:'''Fire Bomb''' - Set a target area on fire. <br />
:'''Stun Bomb''' - Strong stunning explosive for non-lethal captures.<br />
<br />
===X-COM operation guide===<br />
In the hands of X-Com the small launcher is essentially a upgrade to the [[Grenade Launcher]]. It confers to its operator a higher level of accuracy but with far more powerful explosive ordinance. However one great strength of the small launcher is its access to non-lethal stun bombs which allow the ability to non-lethally capture aliens from extreme ranges, representing the best form of stunning method available to X-Com. <br />
<br />
While the strength of the weapons explosives somewhat falls off against some of the very late game enemies, but it will always represent an effective pinpoint indirect fire weapon, and its stunning abilities will remain viable for the entire game. The weapon is also likely the first alien weapon X-Com will research and deploy, requiring only the researching of an '''Alien Data Slate''' from an alien base to unlock the capability of researching the weapon. <br />
<br />
==Statistics==<br />
<table><tr><td>[[Image:BIGOBS37.GIF|left|64 px]]</td><td><br />
*Power: Dependent<br />
*Size: 2 high x 2 wide<br />
*Weight: 10<br />
*TUs: <br />
**Snap: 40% (Accuracy 65%)<br />
**Aimed: 75% (Accuracy 110%)<br />
*Price: $78,000 for parts, 3 Alien Alloys, 900 Engineer Hours<br />
*Sell Price: $60,000</td></tr></table><br />
===Ammo===<br />
{|<br />
|-<br />
|<br />
<table><tr><td>[[Image:EBomb.png|left|64 px]]</td><td><br />
'''Elerium Bomb'''<br />
*Power: 90 Explosive<br />
*Size: 1 high x 1 wide<br />
*Weight: 3<br />
*Price: $6,000, 2 Elerium<br />
*Sell Price: $7,600</td></tr></table><br />
|<br />
<table><tr><td>[[Image:SBomb.png|left|64 px]]</td><td><br />
'''Smoke Bomb'''<br />
*Power: 90 Smoke<br />
*Size: 1 high x 1 wide<br />
*Weight: 3<br />
*Price: $6,000, 2 Elerium<br />
*Sell Price: $7,600</td></tr></table><br />
|<br />
<table><tr><td>[[Image:FBomb.png|left|64 px]]</td><td><br />
'''Fire Bomb'''<br />
*Power: 90 Incendiary<br />
*Size: 1 high x 1 wide<br />
*Weight: 3<br />
*Price: $6,000, 2 Elerium<br />
*Sell Price: $7,600</td></tr></table><br />
|<br />
<table><tr><td>[[Image:BIGOBS38.GIF|left|64 px]]</td><td><br />
'''Stun Bomb'''<br />
*Power: 90 Stun<br />
*Size: 1 high x 1 wide<br />
*Weight: 3<br />
*Price: $200<br />
*Sell Price: $7,600</td></tr></table><br />
|}<br />
<br />
==Firing Time Unit Notes==<br />
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over [[TU]]s that cannot be spent as a shot.<br />
<br />
* '''Aimed''' 1 shots, 25% remaining TUs<br />
* '''Snap:''' Dependent on amount of time units soldier has, fixed cost of 15 TU's to reload mean soldier with high TU could fire, reload and fire again.<br />
<br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=File:Uncon_Landing_1.jpg&diff=108304File:Uncon Landing 1.jpg2022-06-03T20:41:40Z<p>Steelpoint: </p>
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<div></div>Steelpointhttps://www.ufopaedia.org/index.php?title=Battlescape_Strategy_(Hardmode)&diff=108303Battlescape Strategy (Hardmode)2022-06-03T20:39:46Z<p>Steelpoint: /* Disembarkation Strategy */</p>
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<div>[[Hardmode|Back To Main Page]]<br />
<br />
As Hardmode assumes the player is familiar with vanilla X-COM, this strategy section will detail additional battlescape issues, tips and tricks that Hardmode presents. Generic strategy information pertinent to vanilla X-COM can be found here: https://www.ufopaedia.org/index.php/Category:Tactics<br />
<br />
==Squad Roles==<br />
Every X-COM commander will have their own personal preference for how they equip and deploy their soldiers. <br />
<br />
Due to the presence of new tools and weapons, this section will detail some possible new squad roles that may be performed. <br />
<br />
=== Breacher ===<br />
Wielding the new [[Shotgun]] class of weapons. Breacher's are intended to get in close to the enemy in close quarter combat end deliver outstanding firepower. A good breacher wants high time units but otherwise is not dependant on any particular stat to be effective, and can make an effective "generic" role for soldiers with mediocre or bad stats. Breachers can make good scouts, however this class does suffer from very poor usefulness in mid range combat and is virtually defenceless in long range combat.<br />
<br />
These form of soldiers will excel in close combat oriented enviroments such as UFO's or Alien Bases<br />
<br />
=== Hybrid Breacher ===<br />
An alternative to a dedicated breacher, is to have soldiers place shotguns in their backpack and to then carry a traditional [[Rifle (Hardmode)|Rifle]] or [[Pistol (Hardmode)|Pistol]] as their mainstay weapon. This does confer a significant weight penelty to the soldier, meaning a soldier will have to sacrifice a large part of their carrying capacity to pull this off. But the success to this is a highly versatile soldier than can engage in equally close and mid-range combat at any moment.<br />
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The advent of power suits and their successors will make this form of soldier setup more viable for low weight carrying soldiers due to the weight reduction inherent with the power suits.<br />
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=== Grenadier ===<br />
Different from the traditional view of a X-COM grenadier, this is a soldier dedicated to using the [[Grenade Launcher]]. This soldier is served best with decent aim and high strength to carry the grenades. So long as this soldier can find a safe, open, area to setup in, they can stay put and deploy pin-point accurate indirect explosive fire across the entire map. Grenadiers tend to do very well in training up their aim stat due to how frequently they fire.<br />
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As a grenadier will be sitting well behind the frontline, they typically do not require armour or any other items. <br />
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Grenadiers are kept relevant towards the mid-game with the proliferation of the [[Small Launcher (Hardmode)|Small Launcher]], which acts as the alien interpretation of the grenade launcher, this also allows the grenadier to use 'stun' bombs to capture aliens at very long ranges. The strength of this weapon does fall off in the late game, but it nonetheless retains a niche thanks to its indirect fire and stun capability.<br />
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=== Sniper ===<br />
Armed with a high power [[Sniper Rifle]]. These soldiers sacrifice close range effectiveness for long range precision elimination. Their high aim/power shots makes them very effective for picking off enemies at great distances, and heavily support scout-sniper tactics. High aim is very much needed to makes a Sniper class work well. <br />
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A pistol sidearm can prove lifesaving if an enemy closes the gap, as the sniper suffers from very poor close range accuracy. Furthermore in the early game a Sniper can also make an effective medkit user due to their rearline position in a squad.<br />
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==Squad Composition==<br />
X-COM starts the game with eight soldiers and two Heavy Weapons Platforms. The starting Skyranger has a troop carrying capacity of 14 soldiers, and up to three HWPs/Drones. More soldiers and equipment will be needed. <br />
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One of the core questions that will define your squad composition will be if you intend to use HWP's and Drones, or not. A HWP consumes 4 soldier slots, a drone consumes only 1. <br />
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Some early game combinations include:<br />
* 14 Soldiers<br />
* 10 - 11 Soldiers - 2 - 3 Drones<br />
* 10 Soldiers - 1 HWP<br />
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==Disembarkation Strategy==<br />
The disembarkation part of any ground operations represents likely the most dangerous part of any mission, this difficulty can be enchanced based on what equipment your forces have, what enemies you are fighting, and what environment you are landing in. <br />
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Some tools you can access that can weigh the odds in X-COM's favour during landings include:<br />
* [[Motion Scanner|Motion Scanners]]: Can allow X-Com operatives inside the aircraft to check for any hostile movement within the vicinity of the craft.<br />
* [[Smoke Grenade|Smoke Grenades]]: Concealment of the landing zone making it harder for the enemy to spot your forces.<br />
* [[Heavy_Weapons_Platforms_(Hardmode)#Drones|Drones]]: Lacking the firepower of heavy weapon's platforms, however these little drones can rapidly scout ahead and survive thanks to their high time units and strong armour. <br />
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Detailed here is a general overview of an uncontested landing and an example of how to benefit from these three tools. <br />
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<gallery widths="300px" heights="188px"><br />
Image:Uncon_Landing_1.png|Commencement of landing and spotting no hostiles, this is a common view outside the transport. <br />
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Image:Uncon_Landing_2.png|Smoking the immediate entrances to the aircraft, plus inside the transport, will provide maximum concealment to X-Com troops. <br />
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Image:Xenomorphs.png|Ending the turn here will make the aliens take their turn. There is a risk a nearby alien might enter the craft, but when your turn starts you will now be able to use a motion tracker to spot nearby hostiles from within the craft, also all remaining aliens will have less time units, meaning less reaction fire risk. <br />
</gallery><br />
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<gallery widths="300px" heights="188px"><br />
Image:Uncon_Landing_3.png|Deploy your drones to reconnoitre the nearby area, their small size and high armour will afford them great survivability.<br />
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Image:Uncon_Landing_4.png|Deploy the first wave of X-Com troopers, they can throw up additional smoke to conceal the craft and drones, and begin laying down gunfire at spotted hostiles.<br />
</gallery><br />
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Some complications that may increase the difficulty of a successful exodus would be landing in a urban or industrial environment, all of which afford the enemy many ambush opportunities that you will have difficulty in scouting. Enemies are also capable of throwing explosives from the very first turn in hardmode, so if a nearby enemy spots your troops then there is a risk of a grenade ruining your day. <br />
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Terror sites also represent a more dangerous enviroment, as aliens are more likely to appear closer to the transport, including terror units.<br />
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These strategies will invariably be custom tailored based on your own experience, equipment and environment.<br />
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==Drone Warfare==<br />
Explain effective usages of drones and their scouting and survivability. Benefits of module upgrades (Taser = captures, Medkit = good healing, Scanner = greater scouting). Possible drawbacks and HWP conflicts. <br />
TBA<br />
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TBA</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Talk:Main_Page&diff=108301Talk:Main Page2022-06-03T15:52:46Z<p>Steelpoint: /* New and old images not showing? */</p>
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<div>'''Welcome To All Rookies'''<br />
<br />
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. <br />
<br />
Specific game questions should be asked on the game's individual talk pages. <br />
<br />
For new users, in order to reduce spam you'll need to register to be able to edit pages.<br />
<br />
To start a new topic simply press the '''edit''' button above. Then place your <nowiki>==Topic Name==</nowiki> like it is written here.<br />
* To add a line you can either type <nowiki>----</nowiki> or use the buttons that appear on the edit screen. <br />
* If replying to an existing topic use colons '''<nowiki>:</nowiki>''' before your answer<br />
* Don't forget to sign your posts in the talk pages by typing '''<nowiki>~~~~</nowiki>''' at the end. <br />
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. <br />
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That's it. Happy editing!<br />
----<br />
<br />
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. <br />
<br />
__TOC__<br />
==Removing All Featured Projects from Sidebar==<br />
:We had another request to add an entry to the Featured Projects sidebar (LWOTC) and since we now have a Featured Projects page I've been wondering if it wouldn't be better to remove all the current Featured Projects from the sidebar and put them in that page, for several reasons:<br />
#The wiki has always been focused on the games and not on fan projects.<br />
#There are wiki-relevant sidebar links that keep getting pushed downwards everytime a project is added, like languages or tools.<br />
#With the reboot of the franchise and OpenXCom, a lot of fan projects are in the works. <br />
#While we provide a space for their subwikis if they need, the wiki was never a hub for fan projects and to publicize/monetize them. <br />
#Those projects typically came and use our space but I can't remember any who contributed to the wiki's main pages about the original XCom games, other than placing links to their projects on the original game pages for publicity. <br />
#A couple projects have also left and set up their own wikis, without ever bothering to at least delete their content once they stopped updating it, since they decided they didn't want to be here anymore when they didn't get the publicity they wanted. <br />
#UFO2000 & UFO:AI have zero or limited development for years - they're dead or almost.<br />
#OpenXCom and OpenApoc already have links for their subwikis on the UFO and Apocalypse tables.<br />
#Having Long War and Long War 2 then leads to other large projects like Long War Reworked and Long War of the Chosen also wanting the same attention/publicity. All of those could have also links for them on the Enemy Unknown and XCOM2 tables. <br />
#And the Featured Projects page could be reworked so that they are properly grouped together according to their specific game that they originate from and it could also include a short description about their scope and objectives. <br />
Ideas/Comments? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 06:07, 4 January 2022 (CET)<br />
<br />
==Featured Projects on Sidebar==<br />
I was requested on Discord by user [[Ucross]] to add to the Featured Projects section of the sidebar the mod that he is working on called Long War Rebalance, which is a mod of Long War, and thus a mod of XCOM: Enemy Unknown, and I refused the request for the same reasons I already presented below regarding the Piratez mod for OpenXCom.<br />
It's arguable for the same reason that Long War shouldn't on that list for the same reason, it being a mod, but since Firaxis gave the official recognition to both Long Wars, and even gave support to Long War 2, that's the difference I see between Long War and all the other mods made for all XCom games, and thus worthy of recognition as significant contributions by and for the community. The same reason behind UFO2000, OpenXCom, OpenApoc and UFO:AI, they are all entire new XCom games built by teams of fans, and the first three are playable, and you can create mods for them. OpenXCom and OpenApoc are in active development. <br />
As for personal projects to be present on that section, I can think of a ton of projects related to XCom that would deserve to be there, and that would make that list endless an unpractical. And at the end, the objective of this wiki is to inform about the games. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:28, 27 September 2020 (UTC)<br />
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: It still would be nice for players to be able to find all of the mods/projects that this wiki hosts. What about something like: "Other Projects" where it's a page that lists all other projects occurring for other games? Just a suggestion. Feel free to ignore me. =D [[User:Ucross|Ucross]] ([[User talk:Ucross|talk]]) 16:33, 12 November 2020 (UTC)<br />
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:: I am rather partial to this solution myself. The wiki does need to keep its main focus tight as far as its main content is concerned. But nothing says we cannot have a page that acknowledges and point to other projects of interest. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:10, 11 November 2020 (UTC)<br />
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==Server Move==<br />
In the near future we're going to move to a new server (hosted by NineX) because of the constant site outages and other technical/security issues that have been affecting the wiki since the last year. NineX currently hosts the OpenXCom forums and site, so I feel that it will be a good move since the OpenXCom community has been the most active in keeping the old XCom games alive. <br />
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However we're still not sure if we're gonna be able to keep the old domain (www.ufopaedia.org) or if it will be necessary to move to a new one, and ask everybody to update their links. We're trying to keep the old domain, but right now the choice is to be between keeping things as they currently are, or get the technical/security issues fixed and get back the wiki properly working, even if that means losing the domain and the traffic.<br />
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I personally prefer the 2nd option since we need a wiki that is 100% available for both consulting and editing information, like it did in the past. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 14:17, 25 January 2018 (UTC)<br />
==Temporary Domain==<br />
We completed the server move thanks to NineX, who also upgraded the wiki's software. The process required that we moved temporarily to a new domain, ufopaedia.info, but we'll return to our old domain, ufopaedia.org, as soon as the process is complete. Thanks for your patience :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:40, 28 January 2018 (CET)<br />
<br />
Migration finished. ufopaedia.info is redirecting to ufopaedia.org.<br />
Mediawiki software have been upgraded to latest version , and whole site audited. [[User:NineX|NineX]] ([[User talk:NineX|talk]]), 13:27, 31 January 2018 (CET)<br />
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==Piratez in featured projects?==<br />
It seems out of place that piratez has it's own table on the UFOpedia, and uses (Piratez) to distinguish its own pages, but is not listed on the featured projects. Going to add it if nobody objects. The rationale for adding Long War in this talk pages history (Huge makeover of the original version) pretty much goes doubly so for piratez. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 21:57, 5 May 2019 (CEST)<br />
:Only admins can edit Featured Projects. And I object to it. <br />
:I proposed to add Long War because it was the only major mod available to EU/EW, and even got recognition and compliments made by Firaxis (with Jake Solomon joking that he was the guy that designed LW's beta), which was then extended to hiring the LW team to make official XCOM 2 mods for the game's release. So LW is really something special that deserved to get its own recognition. <br />
:Piratez is just one of several total conversions available for OpenXCom, and the intent is not to list all mod projects on Featured Projects, Because then X-Files, Hardmode or Area 51 would also qualify, being also expansions on their own right, although without Piratez's popularity. <br />
:Not to mention that there are other current XCom games like XCOM 2 that have also their own mods. So, if Piratez is added, what happens if someone else from another XCOM game, or current projects being developed like OpenApoc, decides to ask for his major mod to be added?<br />
:The primary intent of this wiki is the XCOM games, and Featured Projects is a way to recognize the hard work and dedication of a few fan projects, OpenXCom being one of them - and if you add Piratez then you're basically saying that Piratez is at the same level as OpenXCom, when Piratez wouldn't exist if there wasn't OpenXCom to begin with. <br />
:Finally, pages with their own suffix (Whatever) don't necessarily translate into Featured Projects, check the existing Interceptor and the Enforcer pages, it's more of a matter of internal page categorization. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:23, 5 May 2019 (CEST)<br />
::: Ah okay, but I'm not really convinced, this feels like a matter of scale. I'm not trying to get it added as a featured project because I'm a fan, it just doesn't seem right to not have it there regardless of those reasons. If you look at something like UFO:AI or OpenApoc, on the main featured bar, they're almost completed unupdated and tiny. If the idea is that Piratez should have it's place on this wiki, and not on it's own wiki, then it really should have a place on the main page. If it's not, why is it even on here with hundreds and hundreds of pages? I type in just about any search for x-com related things and see a bunch of piratez pages in the autocomplete. If X-Files, Hardmode, Area 51 had hundreds of pages on the wiki, I'd recommend adding them as well, though they don't. Anyways, just my thoughts, I won't push this anymore. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 01:53, 6 May 2019 (CEST)<br />
:::Edit: https://en.wikipedia.org/wiki/Wikipedia:Orphan explains the argument more. It The piratez main page is a huge presence on the wiki, and is essentially unaccessable on the wiki. Which is just not what wikis are about. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 01:59, 6 May 2019 (CEST)<br />
:::: There are a lot of interesting points in your reply, that I'll try to answer separately to those, since some I have already considered myself.<br />
:::: UFO2000 and UFO:AI are dead projects, UFO2000 had its glory days more than 10 years ago (I was heavily involved with it) and it is playable (although hardly anyone plays it) and UFO:AI was never finished, so there's really an argument there whether both should still be on Featured Projects. OpenApoc on the other hand is actively being developed right now, they have their own Discord channel and it might take a while, but the general feeling is that one day it will reach 1.0 status, like OpenXCom did.<br />
:::: Piratez section on its wiki grew up by itself out of the OpenXCom until now, Dioxine or anyone ever asked permission, that I recall, but since we got the space and it is XCom related, no one objected, and the community is pretty supportive of each other's projects. <br />
:::: If by Auto-Complete you mean Google's search bar then the reason why you get so much Piratez results associated with XCom is because it uses your past search history and page views. I don't get any Piratez results when I search for XCom things because I don't play Piratez (and I don't play LW or LW2 also, but I suggested that they should be added because of their importance).<br />
:::: And this brings me to another important point, which is that Piratez includes content that some people don't really think belongs in an XCom game, namely it being about space pirates, slaves and mutants against aliens, and with the nudity involved. I know it takes place in an alternate universe where XCom lost the war, but if Firaxis announced that XCOM 3 followed Piratez setting, there would be a huge fan backlash because XCom has almost always been about an international, semi-clandestine organization of humans fighting aliens, and never required nudity to be atractive. Piratez setting and aesthetics appeal to a lot of people but to a lot of others it doesn't, even inside the OpenXCom community. <br />
:::: And for instance, I'm the lead developer of Area 51 that was mentioned before, and while it expands the base UFO: Defense game like EW or LW did, if not more, I do not think it should be on Featured Projects because of all the reasons I mentioned before. As a developer I'd love it to be more publicized, but here I need to think first as a wiki administrator, and like I said before, this is an XCOM wiki since it was created 15 years ago, not an OpenXCom one. If this was a wiki dedicated to OXC, then Piratez, Area 51, Tech-Comm (another total conversion I'm working based on the Terminator universe), Warhammer 40k, Dune, and all other major projects, XCom based or not, would belong here, but it isn't.<br />
:::: Finally, we're not talking here about a single orphan article. Orphan articles mean that they can only be accessed by searching the wiki since there aren't any links to them anywhere. Piratez can be accessed through here https://www.ufopaedia.org/index.php/Mods_(OpenXcom). The issue really is that you think Piratez should be more advertised on the wiki by adding it to Featured Projects, but as I said before, it is questionable whether it deserves to get that sort of attention on an XCOM wiki. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 05:37, 6 May 2019 (CEST)<br />
::::: Heh, well in any case, looks like someone else added it to featured projects about a year ago: it's just on the featured projects at the very bottom of the page, along with all the other featured projects but with piratez squeezed in haha. Somewhat tangential but a bit on topic: Maybe the front page should just have a section at the top listing all the relevant games on the wiki? I remember like a decade ago when it was just the 1994 version/TFT and Apoc and the main page was very organized and clear, but it's really not now what with the tables of nearly every game on the wiki on the main page and some random lists in random places. Case in point: Piratez is already considered a featured mod by someone and neither of us noticed until this point, nor did I know even enforcer or these other spinoffs existed that you mentioned earlier existed or were on the wiki at all. In any case, glad to have talked this out. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 11:21, 6 May 2019 (CEST)<br />
::::: Bluh, one last point, I promise. I think maybe your having made/worked on a huge mod might be influencing your decision: you make it sound like it'd be a bad thing if all OpenXcom mods were featured and I don't think this would even be bad at all. E.g. a lot of games wikis list basically all the relevant large mods for the game in a very visible place. Example: https://rimworldwiki.com/wiki/Main_Page has a link to a list of pretty much every major mod visible up front without needing to scroll down. To me it just seemed odd specifically for piratez here since it also had a huge space on the wiki, but I don't see an issue with Area 51, Warhammer 40k, etc having a visible place.<br />
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== XCOM 2 section problems ==<br />
<br />
Hi guys,<br />
<br />
I've noticed that there's loads of problems in the XCOM 2 sections - misspellings, orphan pages, a lack of organisation, and so on. Even the term "MEC" was spelt wrong in a page title. I've been tackling a few of these issues, but I'm just thinking that this isn't worth having because Fandom have their own wiki at [https://xcom.fandom.com/wiki/XCOM_Wiki] and they've got nearly everything down already.<br />
<br />
What are we trying to do here - dedicate this wiki to the old X-COM and a few mods (ahem, Long War), or adding in Firaxis's new XCOM grouping?<br />
<br />
Just a question in editorial direction.<br />
<br />
--[[User:SpeedofDeath118|SpeedofDeath118]] ([[User talk:SpeedofDeath118|talk]]) 17:08, 16 December 2019 (CET)<br />
:I think the question is more, what are you interested in doing? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:11, 16 December 2019 (CET)<br />
<br />
::The Wiki was set up long before the reboot series, so you could say the classics were its original focus. However it would have been remiss to not accommodate the new games as they appeared. However the wiki thrives or declines entirely on the input of the people that make use of it. If the interest and willingness is there, the sections will grow. If not (looks at the early spinoff titles), then perhaps not so much. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 07:31, 17 December 2019 (CET)<br />
<br />
== Enable dark mode theme? ==<br />
<br />
Would it be possible to add a dark mode option to this wiki? Something like these:<br />
https://help.fandom.com/wiki/Converting_to_hydradark<br />
https://www.mediawiki.org/wiki/Skin:Timeless/DarkCSS<br />
: Hi and thanks for asking but after consultation with NineX, we don't have the resources (someone experienced with Mediawiki) to keep the UFOpaedia.org updated to the latest Mediawiki releases. Otherwise, the odds are that things will start breaking with UFOpaedia.org if we change the custom skin, which has happened to other wikis. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:32, 25 October 2021 (CEST)<br />
<br />
I see a "Skin" option when I navigate to Preferences > Appearance (https://www.ufopaedia.org/index.php/Special:Preferences#mw-prefsection-rendering ), but no options other than the default appear. <br />
-[[User:JimmAYY2|JimmAYY2]] ([[User talk:JimmAYY2|talk]]) 19:38, 23 October 2021 (UTC)<br />
<br />
== New and old images not showing? ==<br />
<br />
When adding images to new pages that I've been editing I've noticed some images will never be displayed properly, this includes new images I've uploaded and old images from years ago that I've simply linked in a new page<br />
<br />
On this page:https://www.ufopaedia.org/index.php/Lab_Ship<br />
You can see that while the 'side view' image loads in correctly, however the terrain map images fail to load properly, spouting errors. These are all new images.<br />
<br />
Conversely on this page: https://www.ufopaedia.org/index.php/Battlescape_Strategy_(Hardmode)#Disembarkation_Strategy<br />
While most of those images are also new, the third image is the very old 'motion scanner' image from the vanilla wiki that has been around for a decade, it is also failing to load.<br />
<br />
I've no idea why some images will work and other's won't. I have also tried to do the edits and upload new images from entirly different devices and computers but to no avail.<br />
<br />
Just reporting the issue. Cheers [[User:Steelpoint|Steelpoint]] ([[User talk:Steelpoint|talk]]) 17:52, 3 June 2022 (CEST)</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Talk:Main_Page&diff=108300Talk:Main Page2022-06-03T15:52:22Z<p>Steelpoint: /* New and old images not showing? */</p>
<hr />
<div>'''Welcome To All Rookies'''<br />
<br />
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. <br />
<br />
Specific game questions should be asked on the game's individual talk pages. <br />
<br />
For new users, in order to reduce spam you'll need to register to be able to edit pages.<br />
<br />
To start a new topic simply press the '''edit''' button above. Then place your <nowiki>==Topic Name==</nowiki> like it is written here.<br />
* To add a line you can either type <nowiki>----</nowiki> or use the buttons that appear on the edit screen. <br />
* If replying to an existing topic use colons '''<nowiki>:</nowiki>''' before your answer<br />
* Don't forget to sign your posts in the talk pages by typing '''<nowiki>~~~~</nowiki>''' at the end. <br />
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. <br />
<br />
That's it. Happy editing!<br />
----<br />
<br />
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. <br />
<br />
__TOC__<br />
==Removing All Featured Projects from Sidebar==<br />
:We had another request to add an entry to the Featured Projects sidebar (LWOTC) and since we now have a Featured Projects page I've been wondering if it wouldn't be better to remove all the current Featured Projects from the sidebar and put them in that page, for several reasons:<br />
#The wiki has always been focused on the games and not on fan projects.<br />
#There are wiki-relevant sidebar links that keep getting pushed downwards everytime a project is added, like languages or tools.<br />
#With the reboot of the franchise and OpenXCom, a lot of fan projects are in the works. <br />
#While we provide a space for their subwikis if they need, the wiki was never a hub for fan projects and to publicize/monetize them. <br />
#Those projects typically came and use our space but I can't remember any who contributed to the wiki's main pages about the original XCom games, other than placing links to their projects on the original game pages for publicity. <br />
#A couple projects have also left and set up their own wikis, without ever bothering to at least delete their content once they stopped updating it, since they decided they didn't want to be here anymore when they didn't get the publicity they wanted. <br />
#UFO2000 & UFO:AI have zero or limited development for years - they're dead or almost.<br />
#OpenXCom and OpenApoc already have links for their subwikis on the UFO and Apocalypse tables.<br />
#Having Long War and Long War 2 then leads to other large projects like Long War Reworked and Long War of the Chosen also wanting the same attention/publicity. All of those could have also links for them on the Enemy Unknown and XCOM2 tables. <br />
#And the Featured Projects page could be reworked so that they are properly grouped together according to their specific game that they originate from and it could also include a short description about their scope and objectives. <br />
Ideas/Comments? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 06:07, 4 January 2022 (CET)<br />
<br />
==Featured Projects on Sidebar==<br />
I was requested on Discord by user [[Ucross]] to add to the Featured Projects section of the sidebar the mod that he is working on called Long War Rebalance, which is a mod of Long War, and thus a mod of XCOM: Enemy Unknown, and I refused the request for the same reasons I already presented below regarding the Piratez mod for OpenXCom.<br />
It's arguable for the same reason that Long War shouldn't on that list for the same reason, it being a mod, but since Firaxis gave the official recognition to both Long Wars, and even gave support to Long War 2, that's the difference I see between Long War and all the other mods made for all XCom games, and thus worthy of recognition as significant contributions by and for the community. The same reason behind UFO2000, OpenXCom, OpenApoc and UFO:AI, they are all entire new XCom games built by teams of fans, and the first three are playable, and you can create mods for them. OpenXCom and OpenApoc are in active development. <br />
As for personal projects to be present on that section, I can think of a ton of projects related to XCom that would deserve to be there, and that would make that list endless an unpractical. And at the end, the objective of this wiki is to inform about the games. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:28, 27 September 2020 (UTC)<br />
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: It still would be nice for players to be able to find all of the mods/projects that this wiki hosts. What about something like: "Other Projects" where it's a page that lists all other projects occurring for other games? Just a suggestion. Feel free to ignore me. =D [[User:Ucross|Ucross]] ([[User talk:Ucross|talk]]) 16:33, 12 November 2020 (UTC)<br />
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:: I am rather partial to this solution myself. The wiki does need to keep its main focus tight as far as its main content is concerned. But nothing says we cannot have a page that acknowledges and point to other projects of interest. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:10, 11 November 2020 (UTC)<br />
<br />
==Server Move==<br />
In the near future we're going to move to a new server (hosted by NineX) because of the constant site outages and other technical/security issues that have been affecting the wiki since the last year. NineX currently hosts the OpenXCom forums and site, so I feel that it will be a good move since the OpenXCom community has been the most active in keeping the old XCom games alive. <br />
<br />
However we're still not sure if we're gonna be able to keep the old domain (www.ufopaedia.org) or if it will be necessary to move to a new one, and ask everybody to update their links. We're trying to keep the old domain, but right now the choice is to be between keeping things as they currently are, or get the technical/security issues fixed and get back the wiki properly working, even if that means losing the domain and the traffic.<br />
<br />
I personally prefer the 2nd option since we need a wiki that is 100% available for both consulting and editing information, like it did in the past. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 14:17, 25 January 2018 (UTC)<br />
==Temporary Domain==<br />
We completed the server move thanks to NineX, who also upgraded the wiki's software. The process required that we moved temporarily to a new domain, ufopaedia.info, but we'll return to our old domain, ufopaedia.org, as soon as the process is complete. Thanks for your patience :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:40, 28 January 2018 (CET)<br />
<br />
Migration finished. ufopaedia.info is redirecting to ufopaedia.org.<br />
Mediawiki software have been upgraded to latest version , and whole site audited. [[User:NineX|NineX]] ([[User talk:NineX|talk]]), 13:27, 31 January 2018 (CET)<br />
<br />
==Piratez in featured projects?==<br />
It seems out of place that piratez has it's own table on the UFOpedia, and uses (Piratez) to distinguish its own pages, but is not listed on the featured projects. Going to add it if nobody objects. The rationale for adding Long War in this talk pages history (Huge makeover of the original version) pretty much goes doubly so for piratez. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 21:57, 5 May 2019 (CEST)<br />
:Only admins can edit Featured Projects. And I object to it. <br />
:I proposed to add Long War because it was the only major mod available to EU/EW, and even got recognition and compliments made by Firaxis (with Jake Solomon joking that he was the guy that designed LW's beta), which was then extended to hiring the LW team to make official XCOM 2 mods for the game's release. So LW is really something special that deserved to get its own recognition. <br />
:Piratez is just one of several total conversions available for OpenXCom, and the intent is not to list all mod projects on Featured Projects, Because then X-Files, Hardmode or Area 51 would also qualify, being also expansions on their own right, although without Piratez's popularity. <br />
:Not to mention that there are other current XCom games like XCOM 2 that have also their own mods. So, if Piratez is added, what happens if someone else from another XCOM game, or current projects being developed like OpenApoc, decides to ask for his major mod to be added?<br />
:The primary intent of this wiki is the XCOM games, and Featured Projects is a way to recognize the hard work and dedication of a few fan projects, OpenXCom being one of them - and if you add Piratez then you're basically saying that Piratez is at the same level as OpenXCom, when Piratez wouldn't exist if there wasn't OpenXCom to begin with. <br />
:Finally, pages with their own suffix (Whatever) don't necessarily translate into Featured Projects, check the existing Interceptor and the Enforcer pages, it's more of a matter of internal page categorization. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:23, 5 May 2019 (CEST)<br />
::: Ah okay, but I'm not really convinced, this feels like a matter of scale. I'm not trying to get it added as a featured project because I'm a fan, it just doesn't seem right to not have it there regardless of those reasons. If you look at something like UFO:AI or OpenApoc, on the main featured bar, they're almost completed unupdated and tiny. If the idea is that Piratez should have it's place on this wiki, and not on it's own wiki, then it really should have a place on the main page. If it's not, why is it even on here with hundreds and hundreds of pages? I type in just about any search for x-com related things and see a bunch of piratez pages in the autocomplete. If X-Files, Hardmode, Area 51 had hundreds of pages on the wiki, I'd recommend adding them as well, though they don't. Anyways, just my thoughts, I won't push this anymore. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 01:53, 6 May 2019 (CEST)<br />
:::Edit: https://en.wikipedia.org/wiki/Wikipedia:Orphan explains the argument more. It The piratez main page is a huge presence on the wiki, and is essentially unaccessable on the wiki. Which is just not what wikis are about. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 01:59, 6 May 2019 (CEST)<br />
:::: There are a lot of interesting points in your reply, that I'll try to answer separately to those, since some I have already considered myself.<br />
:::: UFO2000 and UFO:AI are dead projects, UFO2000 had its glory days more than 10 years ago (I was heavily involved with it) and it is playable (although hardly anyone plays it) and UFO:AI was never finished, so there's really an argument there whether both should still be on Featured Projects. OpenApoc on the other hand is actively being developed right now, they have their own Discord channel and it might take a while, but the general feeling is that one day it will reach 1.0 status, like OpenXCom did.<br />
:::: Piratez section on its wiki grew up by itself out of the OpenXCom until now, Dioxine or anyone ever asked permission, that I recall, but since we got the space and it is XCom related, no one objected, and the community is pretty supportive of each other's projects. <br />
:::: If by Auto-Complete you mean Google's search bar then the reason why you get so much Piratez results associated with XCom is because it uses your past search history and page views. I don't get any Piratez results when I search for XCom things because I don't play Piratez (and I don't play LW or LW2 also, but I suggested that they should be added because of their importance).<br />
:::: And this brings me to another important point, which is that Piratez includes content that some people don't really think belongs in an XCom game, namely it being about space pirates, slaves and mutants against aliens, and with the nudity involved. I know it takes place in an alternate universe where XCom lost the war, but if Firaxis announced that XCOM 3 followed Piratez setting, there would be a huge fan backlash because XCom has almost always been about an international, semi-clandestine organization of humans fighting aliens, and never required nudity to be atractive. Piratez setting and aesthetics appeal to a lot of people but to a lot of others it doesn't, even inside the OpenXCom community. <br />
:::: And for instance, I'm the lead developer of Area 51 that was mentioned before, and while it expands the base UFO: Defense game like EW or LW did, if not more, I do not think it should be on Featured Projects because of all the reasons I mentioned before. As a developer I'd love it to be more publicized, but here I need to think first as a wiki administrator, and like I said before, this is an XCOM wiki since it was created 15 years ago, not an OpenXCom one. If this was a wiki dedicated to OXC, then Piratez, Area 51, Tech-Comm (another total conversion I'm working based on the Terminator universe), Warhammer 40k, Dune, and all other major projects, XCom based or not, would belong here, but it isn't.<br />
:::: Finally, we're not talking here about a single orphan article. Orphan articles mean that they can only be accessed by searching the wiki since there aren't any links to them anywhere. Piratez can be accessed through here https://www.ufopaedia.org/index.php/Mods_(OpenXcom). The issue really is that you think Piratez should be more advertised on the wiki by adding it to Featured Projects, but as I said before, it is questionable whether it deserves to get that sort of attention on an XCOM wiki. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 05:37, 6 May 2019 (CEST)<br />
::::: Heh, well in any case, looks like someone else added it to featured projects about a year ago: it's just on the featured projects at the very bottom of the page, along with all the other featured projects but with piratez squeezed in haha. Somewhat tangential but a bit on topic: Maybe the front page should just have a section at the top listing all the relevant games on the wiki? I remember like a decade ago when it was just the 1994 version/TFT and Apoc and the main page was very organized and clear, but it's really not now what with the tables of nearly every game on the wiki on the main page and some random lists in random places. Case in point: Piratez is already considered a featured mod by someone and neither of us noticed until this point, nor did I know even enforcer or these other spinoffs existed that you mentioned earlier existed or were on the wiki at all. In any case, glad to have talked this out. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 11:21, 6 May 2019 (CEST)<br />
::::: Bluh, one last point, I promise. I think maybe your having made/worked on a huge mod might be influencing your decision: you make it sound like it'd be a bad thing if all OpenXcom mods were featured and I don't think this would even be bad at all. E.g. a lot of games wikis list basically all the relevant large mods for the game in a very visible place. Example: https://rimworldwiki.com/wiki/Main_Page has a link to a list of pretty much every major mod visible up front without needing to scroll down. To me it just seemed odd specifically for piratez here since it also had a huge space on the wiki, but I don't see an issue with Area 51, Warhammer 40k, etc having a visible place.<br />
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== XCOM 2 section problems ==<br />
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Hi guys,<br />
<br />
I've noticed that there's loads of problems in the XCOM 2 sections - misspellings, orphan pages, a lack of organisation, and so on. Even the term "MEC" was spelt wrong in a page title. I've been tackling a few of these issues, but I'm just thinking that this isn't worth having because Fandom have their own wiki at [https://xcom.fandom.com/wiki/XCOM_Wiki] and they've got nearly everything down already.<br />
<br />
What are we trying to do here - dedicate this wiki to the old X-COM and a few mods (ahem, Long War), or adding in Firaxis's new XCOM grouping?<br />
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Just a question in editorial direction.<br />
<br />
--[[User:SpeedofDeath118|SpeedofDeath118]] ([[User talk:SpeedofDeath118|talk]]) 17:08, 16 December 2019 (CET)<br />
:I think the question is more, what are you interested in doing? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:11, 16 December 2019 (CET)<br />
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::The Wiki was set up long before the reboot series, so you could say the classics were its original focus. However it would have been remiss to not accommodate the new games as they appeared. However the wiki thrives or declines entirely on the input of the people that make use of it. If the interest and willingness is there, the sections will grow. If not (looks at the early spinoff titles), then perhaps not so much. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 07:31, 17 December 2019 (CET)<br />
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== Enable dark mode theme? ==<br />
<br />
Would it be possible to add a dark mode option to this wiki? Something like these:<br />
https://help.fandom.com/wiki/Converting_to_hydradark<br />
https://www.mediawiki.org/wiki/Skin:Timeless/DarkCSS<br />
: Hi and thanks for asking but after consultation with NineX, we don't have the resources (someone experienced with Mediawiki) to keep the UFOpaedia.org updated to the latest Mediawiki releases. Otherwise, the odds are that things will start breaking with UFOpaedia.org if we change the custom skin, which has happened to other wikis. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:32, 25 October 2021 (CEST)<br />
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I see a "Skin" option when I navigate to Preferences > Appearance (https://www.ufopaedia.org/index.php/Special:Preferences#mw-prefsection-rendering ), but no options other than the default appear. <br />
-[[User:JimmAYY2|JimmAYY2]] ([[User talk:JimmAYY2|talk]]) 19:38, 23 October 2021 (UTC)<br />
<br />
== New and old images not showing? ==<br />
<br />
When adding images to new pages that I've been editing I've noticed some images will never be displayed properly, this includes new images I've uploaded and old images from years ago that I've simply linked in a new page<br />
<br />
On this page:https://www.ufopaedia.org/index.php/Lab_Ship<br />
You can see that while the 'side view' image loads in correctly, however the terrain map images fail to load properly, spouting errors. These are all new images.<br />
<br />
Conversely on this page: https://www.ufopaedia.org/index.php/Battlescape_Strategy_(Hardmode)#Disembarkation_Strategy<br />
While most of those images are also new, the third image is the very old 'motion scanner' image from the vanilla wiki that has been around for a decade, it is also failing to load.<br />
<br />
I've no idea why some images will work and other's won't. I have also tried to do the edits and upload new images from entirly different devices and computers but to no avail.<br />
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Just reporting the issue. Cheers<br />
- [[Steelpoint]]</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Talk:Main_Page&diff=108299Talk:Main Page2022-06-03T15:51:03Z<p>Steelpoint: /* New and old images not showing? */ new section</p>
<hr />
<div>'''Welcome To All Rookies'''<br />
<br />
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. <br />
<br />
Specific game questions should be asked on the game's individual talk pages. <br />
<br />
For new users, in order to reduce spam you'll need to register to be able to edit pages.<br />
<br />
To start a new topic simply press the '''edit''' button above. Then place your <nowiki>==Topic Name==</nowiki> like it is written here.<br />
* To add a line you can either type <nowiki>----</nowiki> or use the buttons that appear on the edit screen. <br />
* If replying to an existing topic use colons '''<nowiki>:</nowiki>''' before your answer<br />
* Don't forget to sign your posts in the talk pages by typing '''<nowiki>~~~~</nowiki>''' at the end. <br />
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. <br />
<br />
That's it. Happy editing!<br />
----<br />
<br />
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. <br />
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__TOC__<br />
==Removing All Featured Projects from Sidebar==<br />
:We had another request to add an entry to the Featured Projects sidebar (LWOTC) and since we now have a Featured Projects page I've been wondering if it wouldn't be better to remove all the current Featured Projects from the sidebar and put them in that page, for several reasons:<br />
#The wiki has always been focused on the games and not on fan projects.<br />
#There are wiki-relevant sidebar links that keep getting pushed downwards everytime a project is added, like languages or tools.<br />
#With the reboot of the franchise and OpenXCom, a lot of fan projects are in the works. <br />
#While we provide a space for their subwikis if they need, the wiki was never a hub for fan projects and to publicize/monetize them. <br />
#Those projects typically came and use our space but I can't remember any who contributed to the wiki's main pages about the original XCom games, other than placing links to their projects on the original game pages for publicity. <br />
#A couple projects have also left and set up their own wikis, without ever bothering to at least delete their content once they stopped updating it, since they decided they didn't want to be here anymore when they didn't get the publicity they wanted. <br />
#UFO2000 & UFO:AI have zero or limited development for years - they're dead or almost.<br />
#OpenXCom and OpenApoc already have links for their subwikis on the UFO and Apocalypse tables.<br />
#Having Long War and Long War 2 then leads to other large projects like Long War Reworked and Long War of the Chosen also wanting the same attention/publicity. All of those could have also links for them on the Enemy Unknown and XCOM2 tables. <br />
#And the Featured Projects page could be reworked so that they are properly grouped together according to their specific game that they originate from and it could also include a short description about their scope and objectives. <br />
Ideas/Comments? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 06:07, 4 January 2022 (CET)<br />
<br />
==Featured Projects on Sidebar==<br />
I was requested on Discord by user [[Ucross]] to add to the Featured Projects section of the sidebar the mod that he is working on called Long War Rebalance, which is a mod of Long War, and thus a mod of XCOM: Enemy Unknown, and I refused the request for the same reasons I already presented below regarding the Piratez mod for OpenXCom.<br />
It's arguable for the same reason that Long War shouldn't on that list for the same reason, it being a mod, but since Firaxis gave the official recognition to both Long Wars, and even gave support to Long War 2, that's the difference I see between Long War and all the other mods made for all XCom games, and thus worthy of recognition as significant contributions by and for the community. The same reason behind UFO2000, OpenXCom, OpenApoc and UFO:AI, they are all entire new XCom games built by teams of fans, and the first three are playable, and you can create mods for them. OpenXCom and OpenApoc are in active development. <br />
As for personal projects to be present on that section, I can think of a ton of projects related to XCom that would deserve to be there, and that would make that list endless an unpractical. And at the end, the objective of this wiki is to inform about the games. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:28, 27 September 2020 (UTC)<br />
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: It still would be nice for players to be able to find all of the mods/projects that this wiki hosts. What about something like: "Other Projects" where it's a page that lists all other projects occurring for other games? Just a suggestion. Feel free to ignore me. =D [[User:Ucross|Ucross]] ([[User talk:Ucross|talk]]) 16:33, 12 November 2020 (UTC)<br />
<br />
:: I am rather partial to this solution myself. The wiki does need to keep its main focus tight as far as its main content is concerned. But nothing says we cannot have a page that acknowledges and point to other projects of interest. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:10, 11 November 2020 (UTC)<br />
<br />
==Server Move==<br />
In the near future we're going to move to a new server (hosted by NineX) because of the constant site outages and other technical/security issues that have been affecting the wiki since the last year. NineX currently hosts the OpenXCom forums and site, so I feel that it will be a good move since the OpenXCom community has been the most active in keeping the old XCom games alive. <br />
<br />
However we're still not sure if we're gonna be able to keep the old domain (www.ufopaedia.org) or if it will be necessary to move to a new one, and ask everybody to update their links. We're trying to keep the old domain, but right now the choice is to be between keeping things as they currently are, or get the technical/security issues fixed and get back the wiki properly working, even if that means losing the domain and the traffic.<br />
<br />
I personally prefer the 2nd option since we need a wiki that is 100% available for both consulting and editing information, like it did in the past. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 14:17, 25 January 2018 (UTC)<br />
==Temporary Domain==<br />
We completed the server move thanks to NineX, who also upgraded the wiki's software. The process required that we moved temporarily to a new domain, ufopaedia.info, but we'll return to our old domain, ufopaedia.org, as soon as the process is complete. Thanks for your patience :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:40, 28 January 2018 (CET)<br />
<br />
Migration finished. ufopaedia.info is redirecting to ufopaedia.org.<br />
Mediawiki software have been upgraded to latest version , and whole site audited. [[User:NineX|NineX]] ([[User talk:NineX|talk]]), 13:27, 31 January 2018 (CET)<br />
<br />
==Piratez in featured projects?==<br />
It seems out of place that piratez has it's own table on the UFOpedia, and uses (Piratez) to distinguish its own pages, but is not listed on the featured projects. Going to add it if nobody objects. The rationale for adding Long War in this talk pages history (Huge makeover of the original version) pretty much goes doubly so for piratez. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 21:57, 5 May 2019 (CEST)<br />
:Only admins can edit Featured Projects. And I object to it. <br />
:I proposed to add Long War because it was the only major mod available to EU/EW, and even got recognition and compliments made by Firaxis (with Jake Solomon joking that he was the guy that designed LW's beta), which was then extended to hiring the LW team to make official XCOM 2 mods for the game's release. So LW is really something special that deserved to get its own recognition. <br />
:Piratez is just one of several total conversions available for OpenXCom, and the intent is not to list all mod projects on Featured Projects, Because then X-Files, Hardmode or Area 51 would also qualify, being also expansions on their own right, although without Piratez's popularity. <br />
:Not to mention that there are other current XCom games like XCOM 2 that have also their own mods. So, if Piratez is added, what happens if someone else from another XCOM game, or current projects being developed like OpenApoc, decides to ask for his major mod to be added?<br />
:The primary intent of this wiki is the XCOM games, and Featured Projects is a way to recognize the hard work and dedication of a few fan projects, OpenXCom being one of them - and if you add Piratez then you're basically saying that Piratez is at the same level as OpenXCom, when Piratez wouldn't exist if there wasn't OpenXCom to begin with. <br />
:Finally, pages with their own suffix (Whatever) don't necessarily translate into Featured Projects, check the existing Interceptor and the Enforcer pages, it's more of a matter of internal page categorization. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:23, 5 May 2019 (CEST)<br />
::: Ah okay, but I'm not really convinced, this feels like a matter of scale. I'm not trying to get it added as a featured project because I'm a fan, it just doesn't seem right to not have it there regardless of those reasons. If you look at something like UFO:AI or OpenApoc, on the main featured bar, they're almost completed unupdated and tiny. If the idea is that Piratez should have it's place on this wiki, and not on it's own wiki, then it really should have a place on the main page. If it's not, why is it even on here with hundreds and hundreds of pages? I type in just about any search for x-com related things and see a bunch of piratez pages in the autocomplete. If X-Files, Hardmode, Area 51 had hundreds of pages on the wiki, I'd recommend adding them as well, though they don't. Anyways, just my thoughts, I won't push this anymore. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 01:53, 6 May 2019 (CEST)<br />
:::Edit: https://en.wikipedia.org/wiki/Wikipedia:Orphan explains the argument more. It The piratez main page is a huge presence on the wiki, and is essentially unaccessable on the wiki. Which is just not what wikis are about. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 01:59, 6 May 2019 (CEST)<br />
:::: There are a lot of interesting points in your reply, that I'll try to answer separately to those, since some I have already considered myself.<br />
:::: UFO2000 and UFO:AI are dead projects, UFO2000 had its glory days more than 10 years ago (I was heavily involved with it) and it is playable (although hardly anyone plays it) and UFO:AI was never finished, so there's really an argument there whether both should still be on Featured Projects. OpenApoc on the other hand is actively being developed right now, they have their own Discord channel and it might take a while, but the general feeling is that one day it will reach 1.0 status, like OpenXCom did.<br />
:::: Piratez section on its wiki grew up by itself out of the OpenXCom until now, Dioxine or anyone ever asked permission, that I recall, but since we got the space and it is XCom related, no one objected, and the community is pretty supportive of each other's projects. <br />
:::: If by Auto-Complete you mean Google's search bar then the reason why you get so much Piratez results associated with XCom is because it uses your past search history and page views. I don't get any Piratez results when I search for XCom things because I don't play Piratez (and I don't play LW or LW2 also, but I suggested that they should be added because of their importance).<br />
:::: And this brings me to another important point, which is that Piratez includes content that some people don't really think belongs in an XCom game, namely it being about space pirates, slaves and mutants against aliens, and with the nudity involved. I know it takes place in an alternate universe where XCom lost the war, but if Firaxis announced that XCOM 3 followed Piratez setting, there would be a huge fan backlash because XCom has almost always been about an international, semi-clandestine organization of humans fighting aliens, and never required nudity to be atractive. Piratez setting and aesthetics appeal to a lot of people but to a lot of others it doesn't, even inside the OpenXCom community. <br />
:::: And for instance, I'm the lead developer of Area 51 that was mentioned before, and while it expands the base UFO: Defense game like EW or LW did, if not more, I do not think it should be on Featured Projects because of all the reasons I mentioned before. As a developer I'd love it to be more publicized, but here I need to think first as a wiki administrator, and like I said before, this is an XCOM wiki since it was created 15 years ago, not an OpenXCom one. If this was a wiki dedicated to OXC, then Piratez, Area 51, Tech-Comm (another total conversion I'm working based on the Terminator universe), Warhammer 40k, Dune, and all other major projects, XCom based or not, would belong here, but it isn't.<br />
:::: Finally, we're not talking here about a single orphan article. Orphan articles mean that they can only be accessed by searching the wiki since there aren't any links to them anywhere. Piratez can be accessed through here https://www.ufopaedia.org/index.php/Mods_(OpenXcom). The issue really is that you think Piratez should be more advertised on the wiki by adding it to Featured Projects, but as I said before, it is questionable whether it deserves to get that sort of attention on an XCOM wiki. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 05:37, 6 May 2019 (CEST)<br />
::::: Heh, well in any case, looks like someone else added it to featured projects about a year ago: it's just on the featured projects at the very bottom of the page, along with all the other featured projects but with piratez squeezed in haha. Somewhat tangential but a bit on topic: Maybe the front page should just have a section at the top listing all the relevant games on the wiki? I remember like a decade ago when it was just the 1994 version/TFT and Apoc and the main page was very organized and clear, but it's really not now what with the tables of nearly every game on the wiki on the main page and some random lists in random places. Case in point: Piratez is already considered a featured mod by someone and neither of us noticed until this point, nor did I know even enforcer or these other spinoffs existed that you mentioned earlier existed or were on the wiki at all. In any case, glad to have talked this out. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 11:21, 6 May 2019 (CEST)<br />
::::: Bluh, one last point, I promise. I think maybe your having made/worked on a huge mod might be influencing your decision: you make it sound like it'd be a bad thing if all OpenXcom mods were featured and I don't think this would even be bad at all. E.g. a lot of games wikis list basically all the relevant large mods for the game in a very visible place. Example: https://rimworldwiki.com/wiki/Main_Page has a link to a list of pretty much every major mod visible up front without needing to scroll down. To me it just seemed odd specifically for piratez here since it also had a huge space on the wiki, but I don't see an issue with Area 51, Warhammer 40k, etc having a visible place.<br />
<br />
== XCOM 2 section problems ==<br />
<br />
Hi guys,<br />
<br />
I've noticed that there's loads of problems in the XCOM 2 sections - misspellings, orphan pages, a lack of organisation, and so on. Even the term "MEC" was spelt wrong in a page title. I've been tackling a few of these issues, but I'm just thinking that this isn't worth having because Fandom have their own wiki at [https://xcom.fandom.com/wiki/XCOM_Wiki] and they've got nearly everything down already.<br />
<br />
What are we trying to do here - dedicate this wiki to the old X-COM and a few mods (ahem, Long War), or adding in Firaxis's new XCOM grouping?<br />
<br />
Just a question in editorial direction.<br />
<br />
--[[User:SpeedofDeath118|SpeedofDeath118]] ([[User talk:SpeedofDeath118|talk]]) 17:08, 16 December 2019 (CET)<br />
:I think the question is more, what are you interested in doing? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:11, 16 December 2019 (CET)<br />
<br />
::The Wiki was set up long before the reboot series, so you could say the classics were its original focus. However it would have been remiss to not accommodate the new games as they appeared. However the wiki thrives or declines entirely on the input of the people that make use of it. If the interest and willingness is there, the sections will grow. If not (looks at the early spinoff titles), then perhaps not so much. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 07:31, 17 December 2019 (CET)<br />
<br />
== Enable dark mode theme? ==<br />
<br />
Would it be possible to add a dark mode option to this wiki? Something like these:<br />
https://help.fandom.com/wiki/Converting_to_hydradark<br />
https://www.mediawiki.org/wiki/Skin:Timeless/DarkCSS<br />
: Hi and thanks for asking but after consultation with NineX, we don't have the resources (someone experienced with Mediawiki) to keep the UFOpaedia.org updated to the latest Mediawiki releases. Otherwise, the odds are that things will start breaking with UFOpaedia.org if we change the custom skin, which has happened to other wikis. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:32, 25 October 2021 (CEST)<br />
<br />
I see a "Skin" option when I navigate to Preferences > Appearance (https://www.ufopaedia.org/index.php/Special:Preferences#mw-prefsection-rendering ), but no options other than the default appear. <br />
-[[User:JimmAYY2|JimmAYY2]] ([[User talk:JimmAYY2|talk]]) 19:38, 23 October 2021 (UTC)<br />
<br />
== New and old images not showing? ==<br />
<br />
When adding images to new pages that I've been editing I've noticed some images will never be displayed properly, this includes new images I've uploaded and old images from years ago that I've simply linked in a new page<br />
<br />
On this page:https://www.ufopaedia.org/index.php/Lab_Ship<br />
You can see that while the 'side view' image loads in correctly, however the terrain map images fail to load properly, spouting errors. These are all new images.<br />
<br />
Conversely on this page: https://www.ufopaedia.org/index.php/Battlescape_Strategy_(Hardmode)#Disembarkation_Strategy<br />
While most of those images are also new, the third image is the very old 'motion scanner' image from the vanilla wiki that has been around for a decade, it is also failing to load.<br />
<br />
I've no idea why some images will work and other's won't. I have also tried to do the edits and upload new images from entirly different devices and computers but to no avail.<br />
<br />
Just reporting the issue. Cheers</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Personal_Armour_(Hardmode)&diff=108296Personal Armour (Hardmode)2022-06-02T16:12:36Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Personalbody.png | right | Personal Armour]]<br />
<br />
TBA<br />
<br />
==Statistics==<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>50</td></tr><br />
<tr><td>Left/Right</td><td>40</td></tr><br />
<tr><td>Rear</td><td>30</td></tr><br />
<tr><td>Under</td><td>30</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>80%</td></tr><br />
<tr><td>Incendiary</td><td>80%</td></tr><br />
<tr><td>Laser Beam</td><td>100%</td></tr><br />
<tr><td>Plasma Beam</td><td>90%</td></tr><br />
<tr><td>Smoke</td><td>100%</td></tr><br />
<tr><td>Stun</td><td>90%</td></tr><br />
</table><br />
<br />
===Manufacturing===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Construct</th><br />
<th>Repair</th></tr><br />
<tr><td>'''Cost'''</td><td>$88,000</td><td>$44,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>800</td></td><td>400</td></tr><br />
<tr><td>'''Workspace'''</td><td>12</td></td><td>12</td></tr><br />
<tr><td>'''Materials'''</td><td>6 Alien Alloys</td></td><td>3 Alien Alloys</td></tr><br />
</table><br />
===Conversion===<br />
{|<br />
|-<br />
|<br />
====To Power Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$80,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>200</td></tr><br />
<tr><td>'''Workspace'''</td><td>16</td></tr><br />
<tr><td>'''Materials'''</td><td>6 Alien Alloys, 8 Elerium</td></tr><br />
</table><br />
|<br />
====To Flying Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$144,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>600</td></tr><br />
<tr><td>'''Workspace'''</td><td>16</td></tr><br />
<tr><td>'''Materials'''</td><td>6 Alien Alloys, 16 Elerium</td></tr><br />
</table><br />
|}<br />
<br />
==Image==<br />
[[Image:PersonalArmourLineup.png|Personal Armour]]<br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Reinforced_Flying_Suit&diff=108295Reinforced Flying Suit2022-06-02T16:06:50Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:RPowerbody.png | right | Reinforced Flying Suit]]<br />
<br />
Representing the ultimate in human defensive armour technology, the '''Reinforced Flying Suit''' confers all the advantages of its predecessor with the advantages of gaining the ability to fly. This suit offers the highest levels of armour protection available to a human soldier, very few units in the game can match the protection of this armour.<br />
<br />
The cost of this suit however is very high, you could scrape every last bit of alien alloys from a large scout and barely have enough for one suit. <br />
<br />
Like its predecessor, this suit grants its user a bonus to time units in addition to all other benefits.<br />
<br />
==Statistics==<br />
Armour confers +10 time units, -10 weight and +30 stamina to user.<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>130</td></tr><br />
<tr><td>Left/Right</td><td>110</td></tr><br />
<tr><td>Rear</td><td>100</td></tr><br />
<tr><td>Under</td><td>90</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>60%</td></tr><br />
<tr><td>Incendiary</td><td>0%</td></tr><br />
<tr><td>Laser Beam</td><td>90%</td></tr><br />
<tr><td>Plasma Beam</td><td>90%</td></tr><br />
<tr><td>Smoke</td><td>0%%</td></tr><br />
<tr><td>Stun</td><td>80%</td></tr><br />
</table><br />
<br />
===Manufacturing===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Construct</th><br />
<th>Repair</th></tr><br />
<tr><td>'''Cost'''</td><td>$464,000</td><td>$232,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>2400</td></td><td>1200</td></tr><br />
<tr><td>'''Workspace'''</td><td>20</td></td><td>20</td></tr><br />
<tr><td>'''Materials'''</td><td>24 Alien Alloy, 24 Elerium</td></td><td>12 Alien Alloy, 12 Elerium</td></tr><br />
</table><br />
<br />
Note: Protects the wearer against all [[incendiary]]/fire damage and the [[stun]] damage caused by [[smoke]] inhalation.<br><br />
Grants the user +10 to their time units, and +30 to their stamina. Increases possible equipment weight carried by the user by 10.<br />
<br />
<br />
<br />
==Image==<br />
[[Image:RFlyingSuitLineup.png|Reinforced Flying Suit]]<br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Reinforced_Power_Suit&diff=108294Reinforced Power Suit2022-06-02T16:01:04Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:RPowerbody.png | right | Reinforced Power Suit]]<br />
<br />
Once you have researched the Flying Suit and New Fighter Craft, you will have the ability to research the '''Reinforced Power Suit'''. This suit is a minor upgrade over the regular Power Suit.<br />
<br />
In addition to the regular benefits of a Power Suit, the reinforced variant grants the user a bonus of +10 to their Time Units in addition to a slight increase in protection. <br />
<br />
This new suit variant comes at a significant monetary, alloy and elerium cost. Weather the benefits out way the costs is up to X-COM to determine. <br />
<br />
It can be upgraded to the final armour iteration, the [[Reinforced Flying Suit]].<br />
<br />
==Statistics==<br />
Armour confers +10 time units, -10 weight and +30 stamina to user.<br />
<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>120</td></tr><br />
<tr><td>Left/Right</td><td>100</td></tr><br />
<tr><td>Rear</td><td>90</td></tr><br />
<tr><td>Under</td><td>80</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>60%</td></tr><br />
<tr><td>Incendiary</td><td>0%</td></tr><br />
<tr><td>Laser Beam</td><td>90%</td></tr><br />
<tr><td>Plasma Beam</td><td>90%</td></tr><br />
<tr><td>Smoke</td><td>0%%</td></tr><br />
<tr><td>Stun</td><td>80%</td></tr><br />
</table><br />
<br />
===Manufacturing===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Construct</th><br />
<th>Repair</th></tr><br />
<tr><td>'''Cost'''</td><td>$336,000</td><td>$168,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>2000</td></td><td>1000</td></tr><br />
<tr><td>'''Workspace'''</td><td>20</td></td><td>20</td></tr><br />
<tr><td>'''Materials'''</td><td>24 Alien Alloy, 16 Elerium</td></td><td>12 Alien Alloy, 8 Elerium</td></tr><br />
</table><br />
===Conversion===<br />
====Convert To Reinforced Flying Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$128,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>400</td></tr><br />
<tr><td>'''Workspace'''</td><td>20</td></tr><br />
<tr><td>'''Materials'''</td><td>1 Reinforced Power Suit, 8 Elerium</td></tr><br />
</table><br />
<br />
Note: Protects the wearer against all [[incendiary]]/fire damage and the [[stun]] damage caused by [[smoke]] inhalation.<br><br />
Grants the user +10 to their time units, and +30 to their stamina. Increases possible equipment weight carried by the user by 10.<br />
<br />
<br />
<br />
==Image==<br />
[[Image:ReinforcedPowerSuit.png|Reinforced Power Suit]]<br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Flying_Suit_(Hardmode)&diff=108293Flying Suit (Hardmode)2022-06-02T15:58:58Z<p>Steelpoint: /* Armour */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Powerbody.png | right | Flying Suit]]<br />
<br />
The Flying Suit is functionally an upgraded power suit, it grants the user the ability to fly on command, which works akin to vanilla. A small bonus to defence is conferred. This suit retains the advantage of weight reduction and stamina gain to its user. Otherwise the flying suit is identical to vanilla. <br />
<br />
This suit can be upgraded to the [[Reinforced Power Suit|reinforced power suit]] or the [[Reinforced Flying Suit|reinforced flying suit]].<br />
<br />
==Statistics==<br />
Armour confers -10 weight and +30 stamina to user.<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>110</td></tr><br />
<tr><td>Left/Right</td><td>80</td></tr><br />
<tr><td>Rear</td><td>80</td></tr><br />
<tr><td>Under</td><td>70</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>60%</td></tr><br />
<tr><td>Incendiary</td><td>0%</td></tr><br />
<tr><td>Laser Beam</td><td>90%</td></tr><br />
<tr><td>Plasma Beam</td><td>90%</td></tr><br />
<tr><td>Smoke</td><td>0%</td></tr><br />
<tr><td>Stun</td><td>80%</td></tr><br />
</table><br />
<br />
===Manufacturing===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Construct</th><br />
<th>Repair</th></tr><br />
<tr><td>'''Cost'''</td><td>$232,000</td><td>$116,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>1400</td></td><td>700</td></tr><br />
<tr><td>'''Workspace'''</td><td>16</td></td><td>16</td></tr><br />
<tr><td>'''Materials'''</td><td>12 Alien Alloys, 16 Elerium</td></td><td>6 Alien Alloys, 8 Elerium</td></tr><br />
</table><br />
===Conversion===<br />
{|<br />
|-<br />
|<br />
====To Reinforced Power Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$104,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>600</td></tr><br />
<tr><td>'''Workspace'''</td><td>20</td></tr><br />
<tr><td>'''Materials'''</td><td>12 Alien Alloys</td></tr><br />
</table><br />
|<br />
====To Reinforced Flying Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$232,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>1000</td></tr><br />
<tr><td>'''Workspace'''</td><td>20</td></tr><br />
<tr><td>'''Materials'''</td><td>12 Alien Alloys, 8 Elerium</td></tr><br />
</table><br />
|}<br />
<br />
Note: Protects the wearer against all [[incendiary]]/fire damage and the [[stun]] damage caused by [[smoke]] inhalation.<br><br />
Grants the user +30 to their stamina. Increases possible equipment weight carried by the user by 10.<br />
<br />
<br />
<br />
==Image==<br />
[[Image:FlyingSuitLineup.png|Flying Suit]]<br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Flying_Suit_(Hardmode)&diff=108292Flying Suit (Hardmode)2022-06-02T15:58:40Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Powerbody.png | right | Flying Suit]]<br />
<br />
The Flying Suit is functionally an upgraded power suit, it grants the user the ability to fly on command, which works akin to vanilla. A small bonus to defence is conferred. This suit retains the advantage of weight reduction and stamina gain to its user. Otherwise the flying suit is identical to vanilla. <br />
<br />
This suit can be upgraded to the [[Reinforced Power Suit|reinforced power suit]] or the [[Reinforced Flying Suit|reinforced flying suit]].<br />
<br />
==Statistics==<br />
Armour confers -10 weight and +30 stamina to user.<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>110</td></tr><br />
<tr><td>Left/Right</td><td>80</td></tr><br />
<tr><td>Rear</td><td>80</td></tr><br />
<tr><td>Under</td><td>70</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
===Manufacturing===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Construct</th><br />
<th>Repair</th></tr><br />
<tr><td>'''Cost'''</td><td>$232,000</td><td>$116,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>1400</td></td><td>700</td></tr><br />
<tr><td>'''Workspace'''</td><td>16</td></td><td>16</td></tr><br />
<tr><td>'''Materials'''</td><td>12 Alien Alloys, 16 Elerium</td></td><td>6 Alien Alloys, 8 Elerium</td></tr><br />
</table><br />
===Conversion===<br />
{|<br />
|-<br />
|<br />
====To Reinforced Power Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$104,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>600</td></tr><br />
<tr><td>'''Workspace'''</td><td>20</td></tr><br />
<tr><td>'''Materials'''</td><td>12 Alien Alloys</td></tr><br />
</table><br />
|<br />
====To Reinforced Flying Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$232,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>1000</td></tr><br />
<tr><td>'''Workspace'''</td><td>20</td></tr><br />
<tr><td>'''Materials'''</td><td>12 Alien Alloys, 8 Elerium</td></tr><br />
</table><br />
|}<br />
<br />
Note: Protects the wearer against all [[incendiary]]/fire damage and the [[stun]] damage caused by [[smoke]] inhalation.<br><br />
Grants the user +30 to their stamina. Increases possible equipment weight carried by the user by 10.<br />
<br />
<br />
<br />
==Image==<br />
[[Image:FlyingSuitLineup.png|Flying Suit]]<br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Power_Suit_(Hardmode)&diff=108291Power Suit (Hardmode)2022-06-02T15:19:59Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
[[Image:Powerbody.png | right | Power Suit]]<br />
<br />
The first functional powered armour suit, as in vanilla the power suit represents a tremendous upgrade to all previous armours, providing double the protection of its predeccessor [[Personal Armour (Hardmode)|personal armour]].<br />
<br />
A further enchancement to the power suit, and all future power suit variants, is the conferment of +30 stamina units to the operator, and negative 10 weight to wearing the armour. Representing the strength of the power armour strength support systems, the suit allows its user to ignore the first 10 units of item weight when carrying items, allowing the operator to carry more equipment and ensuring even the weakest recruit can wear a power suit. <br />
<br />
The power suit can eventually be upgraded to the [[Flying Suit (Hardmode)|flying suit]].<br />
<br />
==Statistics==<br />
Armour confers -10 weight and +30 stamina to user.<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>100</td></tr><br />
<tr><td>Left/Right</td><td>80</td></tr><br />
<tr><td>Rear</td><td>70</td></tr><br />
<tr><td>Under</td><td>60</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>60%</td></tr><br />
<tr><td>Incendiary</td><td>0%</td></tr><br />
<tr><td>Laser Beam</td><td>90%</td></tr><br />
<tr><td>Plasma Beam</td><td>90%</td></tr><br />
<tr><td>Smoke</td><td>0%</td></tr><br />
<tr><td>Stun</td><td>80%</td></tr><br />
</table><br />
<br />
===Manufacturing===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Construct</th><br />
<th>Repair</th></tr><br />
<tr><td>'''Cost'''</td><td>$168,000</td><td>$84,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>1000</td></td><td>500</td></tr><br />
<tr><td>'''Workspace'''</td><td>16</td></td><td>16</td></tr><br />
<tr><td>'''Materials'''</td><td>12 Alien Alloys, 8 Elerium</td></td><td>6 Alien Alloy, 4 Elerium</td></tr><br />
</table><br />
===Conversion===<br />
{|<br />
|-<br />
|<br />
====Convert To Flying Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$64,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>400</td></tr><br />
<tr><td>'''Workspace'''</td><td>16</td></tr><br />
<tr><td>'''Materials'''</td><td>8 Elerium</td></tr><br />
</table><br />
|<br />
====To Reinforced Power Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$168,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>1000</td></tr><br />
<tr><td>'''Workspace'''</td><td>20</td></tr><br />
<tr><td>'''Materials'''</td><td>12 Alien Alloys, 8 Elerium</td></tr><br />
</table><br />
|<br />
====To Reinforced Flying Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$296,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>1400</td></tr><br />
<tr><td>'''Workspace'''</td><td>20</td></tr><br />
<tr><td>'''Materials'''</td><td>12 Alien Alloys, 16 Elerium</td></tr><br />
</table><br />
|}<br />
<br />
Note: Protects the wearer against all [[incendiary]]/fire damage and the [[stun]] damage caused by [[smoke]] inhalation.<br><br />
<br />
==Image==<br />
[[Image:PowerSuitLineup.png|Power Suit]]<br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Power_Suit_(Hardmode)&diff=108290Power Suit (Hardmode)2022-06-02T15:19:50Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
[[Image:Powerbody.png | right | Power Suit]]<br />
<br />
The first functional powered armour suit, as in vanilla the power suit represents a tremendous upgrade to all previous armours, providing double the protection of its predeccessor [[Personal Armour (Hardmode)|personal armour]].<br />
<br />
A further enchancement to the power suit, and all future power suit variants, is the conferment of +30 stamina units to the operator, and negative 10 weight to wearing the armour. Representing the strength of the power armour strength support systems, the suit allows its user to ignore the first 10 units of item weight when carrying items, allowing the operator to carry more equipment and ensuring even the weakest recruit can wear a power suit. <br />
<br />
The power suit can eventually be upgraded to the [[Flying Suit (Hardmode|flying suit]].<br />
<br />
==Statistics==<br />
Armour confers -10 weight and +30 stamina to user.<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>100</td></tr><br />
<tr><td>Left/Right</td><td>80</td></tr><br />
<tr><td>Rear</td><td>70</td></tr><br />
<tr><td>Under</td><td>60</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>60%</td></tr><br />
<tr><td>Incendiary</td><td>0%</td></tr><br />
<tr><td>Laser Beam</td><td>90%</td></tr><br />
<tr><td>Plasma Beam</td><td>90%</td></tr><br />
<tr><td>Smoke</td><td>0%</td></tr><br />
<tr><td>Stun</td><td>80%</td></tr><br />
</table><br />
<br />
===Manufacturing===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Construct</th><br />
<th>Repair</th></tr><br />
<tr><td>'''Cost'''</td><td>$168,000</td><td>$84,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>1000</td></td><td>500</td></tr><br />
<tr><td>'''Workspace'''</td><td>16</td></td><td>16</td></tr><br />
<tr><td>'''Materials'''</td><td>12 Alien Alloys, 8 Elerium</td></td><td>6 Alien Alloy, 4 Elerium</td></tr><br />
</table><br />
===Conversion===<br />
{|<br />
|-<br />
|<br />
====Convert To Flying Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$64,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>400</td></tr><br />
<tr><td>'''Workspace'''</td><td>16</td></tr><br />
<tr><td>'''Materials'''</td><td>8 Elerium</td></tr><br />
</table><br />
|<br />
====To Reinforced Power Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$168,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>1000</td></tr><br />
<tr><td>'''Workspace'''</td><td>20</td></tr><br />
<tr><td>'''Materials'''</td><td>12 Alien Alloys, 8 Elerium</td></tr><br />
</table><br />
|<br />
====To Reinforced Flying Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$296,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>1400</td></tr><br />
<tr><td>'''Workspace'''</td><td>20</td></tr><br />
<tr><td>'''Materials'''</td><td>12 Alien Alloys, 16 Elerium</td></tr><br />
</table><br />
|}<br />
<br />
Note: Protects the wearer against all [[incendiary]]/fire damage and the [[stun]] damage caused by [[smoke]] inhalation.<br><br />
<br />
==Image==<br />
[[Image:PowerSuitLineup.png|Power Suit]]<br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Armour_(Hardmode)&diff=108289Armour (Hardmode)2022-06-02T14:29:10Z<p>Steelpoint: /* Repair and Upgrading */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
'''Armour''' represents one of the most important areas of warfare development that X-COM can invest into. Armour not only increases the chances of a soldier surviving an attack, in addition to decreasing the amount of time a soldier must spend in the medical bay. Soldiers cannot learn from their mistakes if they die. <br />
<br />
Predicting significant casualties in the coming war, X-COM can invest research time into devising a way to recover and repair armour that was destroyed alongside the soldier wearing it for a fraction of the cost to construct a new set of armour, this provides a stronger incentive to armour up soldiers as the financial penalty for losing a soldier with armour will not be as crippling now that the armour can be quickly repaired.<br />
<br />
==Repair and Upgrading==<br />
If a soldier wearing armour is killed then the armour they were wearing is also damaged, so long as the armour can be recovered after the battle (either by winning or evacuating with the corpse on the transport) then the damaged armour is returned to X-Com, which can be repaired back to service. The cost to repair is typically half the cost of constructing a new armour set. <br />
<br />
Furthermore all armours can be upgraded to their successor armour when researched, the cost to upgrade takes into account the base cost of the new armour while subtracting the cost already payed for the old armour. This prevents X-Com from getting a discount for upgrading old armour instead of building it from scratch. The benefits of upgrading is twofold; it means old armour is not wasted, and X-Com will pay less resources if they upgrade existing armour.<br />
<br />
==Armour Types==<br />
===X-COM Standard Issue===<br />
====[[Coveralls]]====<br />
[[Image:coverallbody.png | left | Coveralls]]<br />
Standard issue X-COM uniforms with Kevlar inserts. Provides bare minimum levels of protection. Only expected to protect from light friendly fire incidents. Unchanged from vanilla.<br />
<br clear="all"><br />
====[[Armoured Vest]]====<br />
[[Image:armouredbody.png | left | Armoured Vest]]<br />
Standard issue X-COM ceramic ballistic vest. Provides slightly increased protection from enemy fire. Bulky to wear.<br />
<br clear="all"><br />
<br />
===Researchable Armours===<br />
====[[Alloy Vest]]====<br />
[[Image:alloybody.png | left | Alloy Vest]]<br />
A standard Armoured Vest reinforced with alien alloys, provides increased protection and durability. <br />
<br clear="all"><br />
====[[Personal Armour (Hardmode) | Personal Armour]]====<br />
[[Image:personalbody.png | left | Personal Armour]]<br />
Incorporating alien alloys in armour construction from the ground up, Personal Armour provides superior protection. <br />
<br clear="all"><br />
<br />
====[[Power Suit (Hardmode) | Power Suit]]====<br />
[[Image:powerbody.png | left | Power Suit]]<br />
Heavy alloy plates with an Elerium-powered muscle/strength assistance system and an independent air-filtration system. The Power Suit transforms your soldiers into veritable tanks.<br />
<br clear="all"><br />
====[[Flying Suit (Hardmode) | Flying Suit]]====<br />
[[Image:powerbody.png | left | Flying Suit]]<br />
Taking a Power Suit, slightly reinforcing it and attaching an anti-gravity harness. Grants the user the ability to fly through the air. <br />
<br clear="all"><br />
====[[Reinforced Power Suit]]====<br />
[[Image:RPowerbody.png | left | Reinforced Power Suit]]<br />
Improved alloy plating and powered actuators. This suit provides increased protection to the user, as well as boosting the energy and time units of its operator. <br />
<br clear="all"><br />
<br />
====[[Reinforced Flying Suit]]====<br />
[[Image:RPowerbody.png | left | Reinforced Flying Suit]]<br />
Reinforced Power Suit made compatible with an anti-gravity harness. Provides increased protection and a boost to the users energy and time units.<br />
<br clear="all"><br />
<br />
==Quick Comparison==<br />
<table {{StdCenterTable}} width="40%"><br />
<tr {{StdDescTable_Heading}}><th>Armour</th><th width="50">Front</th><th width="50">Left/Right</th><th width="50">Rear</th><th width="50">Under</th></tr><br />
<tr><td>Coveralls</td><td>12</td><td>8</td><td>5</td><td>2</td></tr><br />
<tr><td>Armoured Vest</td><td>20</td><td>16</td><td>8</td><td>8</td></tr><br />
<tr><td>Alloy Vest</td><td>30</td><td>20</td><td>16</td><td>16</td></tr><br />
<tr><td>Personal Armour</td><td>50</td><td>40</td><td>30</td><td>30</td></tr><br />
<tr><td>Power Suit*</td><td>100</td><td>80</td><td>70</td><td>60</td></tr><br />
<tr><td>Flying Suit*</td><td>110</td><td>90</td><td>80</td><td>70</td></tr><br />
<tr><td>Reinforced Power Suit**</td><td>120</td><td>100</td><td>90</td><td>80</td></tr><br />
<tr><td>Reinforced Flying Suit**</td><td>130</td><td>110</td><td>100</td><td>90</td></tr><br />
</table><br />
<br />
<nowiki>*</nowiki> Provides a bonus of -10 weight and +30 stamina to the user, immunity to Incendiary/Fire damage and immunity to Stun damage from smoke<br><br />
<nowiki>**</nowiki> Provides a bonus of +10 time units, -10 weight and +30 stamina to the user, in addition to immunity to Incindiary/Fire damage and immunity to Stun damage from smoke.<br></div>Steelpointhttps://www.ufopaedia.org/index.php?title=Alloy_Vest&diff=108286Alloy Vest2022-06-02T05:38:30Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
[[Image:Alloybody.png | right | Alloy Vest]]<br />
<br />
The Alloy Vest is functionally an armoured vest that has been reinforced with alien alloys, while primitive and slapdash it provides enhanced protection over the preceding [[Armoured Vest]], and the armour is available to research very early on in the conflict, providing X-Com with a possible standin for armour before the later [[Personal Armour (Hardmode)|Personal Armour]] is researched.<br />
<br />
The Alloy Vest provides a noticeable boost to protection compared to its predecessor, it may offer some survivability against low-power or low damage alien weapons. <br />
<br />
==Statistics==<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>30</td></tr><br />
<tr><td>Left/Right</td><td>20</td></tr><br />
<tr><td>Rear</td><td>16</td></tr><br />
<tr><td>Under</td><td>16</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
===Manufacturing===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Construct</th><br />
<th>Repair</th></tr><br />
<tr><td>'''Cost'''</td><td>$44,000</td><td>$22,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>400</td></td><td>200</td></tr><br />
<tr><td>'''Workspace'''</td><td>12</td></td><td>12</td></tr><br />
<tr><td>'''Materials'''</td><td>3 Alien Alloys</td></td><td>1 Alien Alloy</td></tr><br />
</table><br />
===Conversion===<br />
====Convert To Reinforced Flying Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$44,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>400</td></tr><br />
<tr><td>'''Workspace'''</td><td>12</td></tr><br />
<tr><td>'''Materials'''</td><td>3 Alien Alloys</td></tr><br />
</table><br />
<br />
Note: Protects the wearer against all [[incendiary]]/fire damage and the [[stun]] damage caused by [[smoke]] inhalation.<br><br />
Grants the user +10 to their time units, and +30 to their stamina. Increases possible equipment weight carried by the user by 10.<br />
<br />
<br />
<br />
==Image==<br />
[[Image:ArmouredVestLineup.png|Reinforced Power Suit]]<br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Alloy_Vest&diff=108285Alloy Vest2022-06-02T05:36:36Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
[[Image:Alloybody.png | right | Alloy Vest]]<br />
<br />
The Alloy Vest is functionally an armoured vest that has been reinforced with alien alloys, while primitive and slapdash it provides enhanced protection over the preceding [[Armoured Vest]], and the armour is avaliable to research very early on in the conflict, providing X-Com with a possible standin for armour before the later [[Personal Armour (Hardmode)|Personal Armour]] is researched.<br />
<br />
The Alloy Vest provides an approximate <br />
<br />
==Statistics==<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>30</td></tr><br />
<tr><td>Left/Right</td><td>20</td></tr><br />
<tr><td>Rear</td><td>16</td></tr><br />
<tr><td>Under</td><td>16</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
===Manufacturing===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Construct</th><br />
<th>Repair</th></tr><br />
<tr><td>'''Cost'''</td><td>$44,000</td><td>$22,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>400</td></td><td>200</td></tr><br />
<tr><td>'''Workspace'''</td><td>12</td></td><td>12</td></tr><br />
<tr><td>'''Materials'''</td><td>3 Alien Alloys</td></td><td>1 Alien Alloy</td></tr><br />
</table><br />
===Conversion===<br />
====Convert To Reinforced Flying Suit====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$44,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>400</td></tr><br />
<tr><td>'''Workspace'''</td><td>12</td></tr><br />
<tr><td>'''Materials'''</td><td>3 Alien Alloys</td></tr><br />
</table><br />
<br />
Note: Protects the wearer against all [[incendiary]]/fire damage and the [[stun]] damage caused by [[smoke]] inhalation.<br><br />
Grants the user +10 to their time units, and +30 to their stamina. Increases possible equipment weight carried by the user by 10.<br />
<br />
<br />
<br />
==Image==<br />
[[Image:ArmouredVestLineup.png|Reinforced Power Suit]]<br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Armour_(Hardmode)&diff=108284Armour (Hardmode)2022-06-02T05:30:11Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
'''Armour''' represents one of the most important areas of warfare development that X-COM can invest into. Armour not only increases the chances of a soldier surviving an attack, in addition to decreasing the amount of time a soldier must spend in the medical bay. Soldiers cannot learn from their mistakes if they die. <br />
<br />
Predicting significant casualties in the coming war, X-COM can invest research time into devising a way to recover and repair armour that was destroyed alongside the soldier wearing it for a fraction of the cost to construct a new set of armour, this provides a stronger incentive to armour up soldiers as the financial penalty for losing a soldier with armour will not be as crippling now that the armour can be quickly repaired.<br />
<br />
==Repair and Upgrading==<br />
If a soldier wearing armour is killed then the armour they were wearing is also damaged, so long as the armour can be recovered after the battle (either by winning or evacuating with the corpse on the transport) then the damaged armour is returned to X-Com, which can be repaired back to service. The cost to repair is typically half the cost of constructing a new armour set. <br />
<br />
Furthermore all armours can be upgraded to their successor armour when researched, the cost to upgrade takes into account the base cost of the new armour while subtracting the cost already payed for the old armour. Meaning the cost to upgrade an armour will work out to be the same cost as manufacturing the new armour from scratch, however the benefit being that X-Com does not have to maintain a surplus of antiquated old armour that can be instead converted into new armour. <br />
<br />
==Armour Types==<br />
===X-COM Standard Issue===<br />
====[[Coveralls]]====<br />
[[Image:coverallbody.png | left | Coveralls]]<br />
Standard issue X-COM uniforms with Kevlar inserts. Provides bare minimum levels of protection. Only expected to protect from light friendly fire incidents. Unchanged from vanilla.<br />
<br clear="all"><br />
====[[Armoured Vest]]====<br />
[[Image:armouredbody.png | left | Armoured Vest]]<br />
Standard issue X-COM ceramic ballistic vest. Provides slightly increased protection from enemy fire. Bulky to wear.<br />
<br clear="all"><br />
<br />
===Researchable Armours===<br />
====[[Alloy Vest]]====<br />
[[Image:alloybody.png | left | Alloy Vest]]<br />
A standard Armoured Vest reinforced with alien alloys, provides increased protection and durability. <br />
<br clear="all"><br />
====[[Personal Armour (Hardmode) | Personal Armour]]====<br />
[[Image:personalbody.png | left | Personal Armour]]<br />
Incorporating alien alloys in armour construction from the ground up, Personal Armour provides superior protection. <br />
<br clear="all"><br />
<br />
====[[Power Suit (Hardmode) | Power Suit]]====<br />
[[Image:powerbody.png | left | Power Suit]]<br />
Heavy alloy plates with an Elerium-powered muscle/strength assistance system and an independent air-filtration system. The Power Suit transforms your soldiers into veritable tanks.<br />
<br clear="all"><br />
====[[Flying Suit (Hardmode) | Flying Suit]]====<br />
[[Image:powerbody.png | left | Flying Suit]]<br />
Taking a Power Suit, slightly reinforcing it and attaching an anti-gravity harness. Grants the user the ability to fly through the air. <br />
<br clear="all"><br />
====[[Reinforced Power Suit]]====<br />
[[Image:RPowerbody.png | left | Reinforced Power Suit]]<br />
Improved alloy plating and powered actuators. This suit provides increased protection to the user, as well as boosting the energy and time units of its operator. <br />
<br clear="all"><br />
<br />
====[[Reinforced Flying Suit]]====<br />
[[Image:RPowerbody.png | left | Reinforced Flying Suit]]<br />
Reinforced Power Suit made compatible with an anti-gravity harness. Provides increased protection and a boost to the users energy and time units.<br />
<br clear="all"><br />
<br />
==Quick Comparison==<br />
<table {{StdCenterTable}} width="40%"><br />
<tr {{StdDescTable_Heading}}><th>Armour</th><th width="50">Front</th><th width="50">Left/Right</th><th width="50">Rear</th><th width="50">Under</th></tr><br />
<tr><td>Coveralls</td><td>12</td><td>8</td><td>5</td><td>2</td></tr><br />
<tr><td>Armoured Vest</td><td>20</td><td>16</td><td>8</td><td>8</td></tr><br />
<tr><td>Alloy Vest</td><td>30</td><td>20</td><td>16</td><td>16</td></tr><br />
<tr><td>Personal Armour</td><td>50</td><td>40</td><td>30</td><td>30</td></tr><br />
<tr><td>Power Suit*</td><td>100</td><td>80</td><td>70</td><td>60</td></tr><br />
<tr><td>Flying Suit*</td><td>110</td><td>90</td><td>80</td><td>70</td></tr><br />
<tr><td>Reinforced Power Suit**</td><td>120</td><td>100</td><td>90</td><td>80</td></tr><br />
<tr><td>Reinforced Flying Suit**</td><td>130</td><td>110</td><td>100</td><td>90</td></tr><br />
</table><br />
<br />
<nowiki>*</nowiki> Provides a bonus of -10 weight and +30 stamina to the user, immunity to Incendiary/Fire damage and immunity to Stun damage from smoke<br><br />
<nowiki>**</nowiki> Provides a bonus of +10 time units, -10 weight and +30 stamina to the user, in addition to immunity to Incindiary/Fire damage and immunity to Stun damage from smoke.<br></div>Steelpointhttps://www.ufopaedia.org/index.php?title=Armoured_Vest&diff=108283Armoured Vest2022-06-02T05:27:13Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Armouredbody.png | right | Armoured Vest]]<br />
<br />
Armoured vests are standard issue protective gear that X-COM has access to at the start of the game. They offer a relativity minor boost to a soldiers survivability, and a tiny boost to smoke stun resistance, over coveralls at the cost of weight and monetary cost, X-Com is furnished with eight free starting vests. <br />
<br />
The very minor defensive boosts this vest offers may not outweigh the literal weight cost to wearing the armour, it is up to X-Com commanders to determine if the very minor defensive boost is worth the additional weight penalty.<br />
<br />
The suit can be upgraded in short order to the '''[[Alloy Vest]]''', offering more expanded protection. <br />
<br />
As with all armours, armoured vests can be repaired if the user is killed in action.<br />
<br />
==Statistics==<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>20</td></tr><br />
<tr><td>Left/Right</td><td>16</td></tr><br />
<tr><td>Rear</td><td>8</td></tr><br />
<tr><td>Under</td><td>8</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>100%</td></tr><br />
<tr><td>Incendiary</td><td>100%</td></tr><br />
<tr><td>Laser Beam</td><td>100%</td></tr><br />
<tr><td>Plasma Beam</td><td>100%</td></tr><br />
<tr><td>Smoke</td><td>90%</td></tr><br />
<tr><td>Stun</td><td>100%</td></tr><br />
</table><br />
<br />
===Purchase===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Construct</th><br />
<th>Repair</th></tr><br />
<tr><td>'''Price'''</td><td>$20,000</td><td>$10,000</td></tr><br />
</table><br />
===Conversion===<br />
====Convert To Alloy Vest====<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Manufacture</th><br />
<th>Conversion</th></tr><br />
<tr><td>'''Cost'''</td><td>$24,000</td></tr><br />
<tr><td>'''Technician Hours'''</td><td>400</td></tr><br />
<tr><td>'''Workspace'''</td><td>12</td></tr><br />
<tr><td>'''Materials'''</td><td>3 Alloys</td></tr><br />
</table><br />
<br />
==Image==<br />
[[Image:ArmouredVestLineup.png|Reinforced Power Suit]]<br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Small_Launcher_(Hardmode)&diff=108282Small Launcher (Hardmode)2022-06-02T05:17:38Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
A long range fire support weapon, the '''Small Launcher''' is an indirect fire weapon capable of lobbing alien grenades at great distances. It is the alien derived successor to the [[Grenade Launcher]].<br />
<br />
Unlike its vanilla counterpart this weapon is a indirect fire weapon that no longer loads non-lethal ammo by default, but highly lethal explosive elerium bombs. While capable of indirect fire support, it appears the aliens have not mastered this method of warfare and will employ this weapon as a direct fire weapon. This does not diminish the lethality of the weapon in the aliens hands but it at least means X-Com does not have to worry about the possibility of indirect fire coming their way. <br />
<br />
Due to the wide array of ammunition that can be loaded into the small launcher, there is a chance the enemy will fire less than lethal fire grenades, or even stun grenades, that will undesirable are unlikely to kill anyone if they strike a target. <br />
<br />
The Small Launcher comes with access to four ammo types. <br />
:'''Elerium Bomb''' - Function akin to regular explosive grenades in terms of power and blast radius<br />
:'''Smoke Bomb''' - Produce a small cloud of smoke at the target akin to a smoke grenade.<br />
:'''Fire Bomb''' - Set a target area on fire. <br />
:'''Stun Bomb''' - Strong stunning explosive for non-lethal captures.<br />
<br />
===X-COM operation guide===<br />
In the hands of X-Com the small launcher is essentially a upgrade to the [[Grenade Launcher]]. It confers to its operator a higher level of accuracy but with far more powerful explosive ordinance. However one great strength of the small launcher is its access to non-lethal stun bombs which allow the ability to non-lethally capture aliens from extreme ranges, representing the best form of stunning method available to X-Com. <br />
<br />
While the strength of the weapons explosives somewhat falls off against some of the very late game enemies, but it will always represent an effective pinpoint indirect fire weapon, and its stunning abilities will remain viable for the entire game. The weapon is also likely the first alien weapon X-Com will research and deploy, requiring only the researching of an '''Alien Data Slate''' from an alien base to unlock the capability of researching the weapon. <br />
<br />
==Statistics==<br />
<table><tr><td>[[Image:BIGOBS37.GIF|left|64 px]]</td><td><br />
*Power: Dependent<br />
*Size: 2 high x 2 wide<br />
*Weight: 10<br />
*TUs: <br />
**Snap: 40% (Accuracy 65%)<br />
**Aimed: 75% (Accuracy 110%)<br />
*Price: $78,000 for parts, 3 Alien Alloys, 900 Engineer Hours<br />
*Sell Price: $60,000</td></tr></table><br />
===Ammo===<br />
{|<br />
|-<br />
|<br />
<table><tr><td>[[Image:EBomb.png|left|64 px]]</td><td><br />
'''Elerium Bomb'''<br />
*Power: 90 Explosive<br />
*Size: 1 high x 1 wide<br />
*Weight: 3<br />
*Price: $6,000, 2 Elerium<br />
*Sell Price: $7,600</td></tr></table><br />
|<br />
<table><tr><td>[[Image:SBomb.png|left|64 px]]</td><td><br />
'''Smoke Bomb'''<br />
*Power: 90 Smoke<br />
*Size: 1 high x 1 wide<br />
*Weight: 3<br />
*Price: $6,000, 2 Elerium<br />
*Sell Price: $7,600</td></tr></table><br />
|<br />
<table><tr><td>[[Image:FBomb.png|left|64 px]]</td><td><br />
'''Fire Bomb'''<br />
*Power: 90 Incendiary<br />
*Size: 1 high x 1 wide<br />
*Weight: 3<br />
*Price: $6,000, 2 Elerium<br />
*Sell Price: $7,600</td></tr></table><br />
|<br />
<table><tr><td>[[Image:BIGOBS38.GIF|left|64 px]]</td><td><br />
'''Stun Bomb'''<br />
*Power: 90 Stun<br />
*Size: 1 high x 1 wide<br />
*Weight: 3<br />
*Price: $200<br />
*Sell Price: $7,600</td></tr></table><br />
|}<br />
<br />
==Firing Time Unit Notes==<br />
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over [[TU]]s that cannot be spent as a shot.<br />
<br />
* '''Aimed''' 1 shots, 25% remaining TUs<br />
* '''Snap:''' Dependent on amount of time units soldier has, fixed cost of 15 TU's to reload mean soldier with high TU could fire, reload and fire again.<br />
<br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Drone&diff=108281Drone2022-06-02T05:10:12Z<p>Steelpoint: /* Drone/Taser */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
[[Image:drone_ufopaedia.png | right| Standard drone]]<br />
<br />
'''Standard Drones''' are available to research and unlock at the commencement of the game. <br />
<br />
These small sized remote operated vehicles represent a unique asset to X-COM forces. They possess no traditional offensive weaponry, however their chief advantage is their small size and rapid movement speed making them excellent recon tools while also possessing a surprising level of survivability. <br />
<br />
A drones small size means their hitbox is very low to the ground, making it difficult for aliens to land shots on a drone, they also possess decent armour and health which allows for them to absorb a level of damage that some human soldiers may not survive. Furthermore each drone carries an integrated smoke grenade launcher, which while not as powerful as normal smoke grenades, can allow a drone to conceal itself in a pinch if caught by an alien. <br />
<br />
A single drone consumes a single troop slot AND a HWP slot on a transport aircraft. Whereas a traditional HWP takes four soldier slots, a drone only takes up one. This confers a level of usability as all transport crafts can carry up to three drones (Avenger can carry four), or a combination of drones and HWPs. <br />
<br />
Drones can eventually be upgraded to the superior [[Alloy Drone|alloy drone chassis]].<br />
<br />
==Drone Upgrades==<br />
The standard drone can be purchased, however each unique variant must be manufactured either via upgrading a standard drone, or constructing the drone wholesale with the module, in total there are four variants, either a '''standard''' variant with no module but extra armour, or a variant with '''taser''', '''medkit''', or '''motion sensor''' module. <br />
<br />
Any drone that is destroyed in the field can be repaired so long as its corpse is recovered, either via moving its body to the transport and evacuating or by winning the mission. The repair cost is cheaper than purchasing and manufacturing a new one. BE AWARE that the drone corpse can be destroyed.<br />
<br />
==General Information==<br />
===Statistics===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><br />
<tr><td>Time Units</td><td>70</td></tr><br />
<tr><td>Health</td><td>90</td></tr><br />
<tr><td>Energy</td><td>110</td></tr><br />
<tr><td>Firing Accuracy</td><td>100</td></tr><br />
<tr><td>Reactions</td><td>60</td></tr><br />
</table><br />
<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>35</td></tr><br />
<tr><td>Left/Right</td><td>27</td></tr><br />
<tr><td>Rear</td><td>20</td></tr><br />
<tr><td>Under</td><td>20</td></tr><br />
</table><br />
<br />
All drone variants mount a mini smoke grenade launcher, it holds only three rounds, has a low firing range and only covers a small radius. However it does provide instant concealment in a pinch thus increasing the drones survivability. <br />
Drones can reaction fire their smoke grenades at hostile aliens at close range, this could prove situationally useful to obscure the drone, but could also prove a waste of ammo. If this is a concern, enusure a drone's TU's are depleted before ending your turn. <br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Smoke Launcher Information</th></tr><br />
<tr><td>Type</td><td>Smoke Grenades</td></tr><br />
<tr><td>Damage</td><td>9 Smoke</td></tr><br />
<tr><td>Ammunition</td><td>3</td></tr><br />
<tr><td>Launch</td><td>X%(33 TU)</td></tr><br />
</table><br />
<br />
==Variants==<br />
===Drone/Standard===<br />
[[Image:drone_body.png | left | Standard Drone]]<br />
<br clear="all"><br />
Cost: $185,000 (Purchased, not built)<br><br />
Repair Cost: $125,000<br />
<br />
Standard issue scout, all future scout variants are built off of this version. <br />
<br />
Must be purchased, not manufactured. <br />
<br />
Holds no module but has stronger armour than all other models, unique values below.<br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>45</td></tr><br />
<tr><td>Left/Right</td><td>37</td></tr><br />
<tr><td>Rear</td><td>30</td></tr><br />
<tr><td>Under</td><td>30</td></tr><br />
</table><br />
<br />
===Drone/Medkit===<br />
[[Image:drone_body.png | left | Medkit Drone]]<br />
<br clear="all"><br />
Cost: $75,000, 1 Medi Kit<br><br />
Repair Cost: $150,000<br />
<br />
Has a inbuilt medikit, medkit has low TU cost and a reserve of twelve charges for each medikit function. Very effective frontline medic. <br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Drone Medkit Information</th></tr><br />
<tr><td>Type</td><td>Medkit</td></tr><br />
<tr><td>Medkit Charges</td><td>12 (Pain/Heal/Stim)</td></tr><br />
<tr><td>TU Use</td><td>10 TU</td></tr><br />
</table><br />
<br />
===Drone/Scanner===<br />
[[Image:drone_body.png | left | Motion Sensor Drone]]<br />
<br clear="all"><br />
Cost: $$75,000, 1 Motion Scanner<br><br />
Repair Cost: $150,000<br />
<br />
Has a inbuilt motion scanner, provides identical functionality to regular motion scanner. Powerful scouting tool. <br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Motion Tracker Information</th></tr><br />
<tr><td>Type</td><td>Motion Tracker</td></tr><br />
<tr><td>TU Cost</td><td>X%(10 TU)</td></tr><br />
</table><br />
<br />
===Drone/Taser===<br />
[[Image:drone_body.png | left | Taser Drone]]<br />
<br clear="all"><br />
Cost: $75,000, 4 Elerium<br><br />
Repair Cost: $150,000, 2 Elerium<br />
<br />
The only "armed" drone, equipped with an inbuilt taser for non-lethal captures. Low range but large ammo reserve and the speed of the drone can make for an unorthodox capture machine. <br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Drone Taser Information</th></tr><br />
<tr><td>Type</td><td>Taser</td></tr><br />
<tr><td>Damage</td><td>30 (Stun)</td></tr><br />
<tr><td>Ammunition</td><td>12</td></tr><br />
<tr><td>Range</td><td>14</td></tr><br />
<tr><td>Aimed Shot</td><td>X%(X% TU)</td></tr><br />
<tr><td>Snap Shot</td><td>X%(X% TU)</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Equipment (Hardmode) Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Battlescape_Strategy_(Hardmode)&diff=108280Battlescape Strategy (Hardmode)2022-06-02T05:08:35Z<p>Steelpoint: /* Disembarkation Strategy */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
As Hardmode assumes the player is familiar with vanilla X-COM, this strategy section will detail additional battlescape issues, tips and tricks that Hardmode presents. Generic strategy information pertinent to vanilla X-COM can be found here: https://www.ufopaedia.org/index.php/Category:Tactics<br />
<br />
==Squad Roles==<br />
Every X-COM commander will have their own personal preference for how they equip and deploy their soldiers. <br />
<br />
Due to the presence of new tools and weapons, this section will detail some possible new squad roles that may be performed. <br />
<br />
=== Breacher ===<br />
Wielding the new [[Shotgun]] class of weapons. Breacher's are intended to get in close to the enemy in close quarter combat end deliver outstanding firepower. A good breacher wants high time units but otherwise is not dependant on any particular stat to be effective, and can make an effective "generic" role for soldiers with mediocre or bad stats. Breachers can make good scouts, however this class does suffer from very poor usefulness in mid range combat and is virtually defenceless in long range combat.<br />
<br />
These form of soldiers will excel in close combat oriented enviroments such as UFO's or Alien Bases<br />
<br />
=== Hybrid Breacher ===<br />
An alternative to a dedicated breacher, is to have soldiers place shotguns in their backpack and to then carry a traditional [[Rifle (Hardmode)|Rifle]] or [[Pistol (Hardmode)|Pistol]] as their mainstay weapon. This does confer a significant weight penelty to the soldier, meaning a soldier will have to sacrifice a large part of their carrying capacity to pull this off. But the success to this is a highly versatile soldier than can engage in equally close and mid-range combat at any moment.<br />
<br />
The advent of power suits and their successors will make this form of soldier setup more viable for low weight carrying soldiers due to the weight reduction inherent with the power suits.<br />
<br />
=== Grenadier ===<br />
Different from the traditional view of a X-COM grenadier, this is a soldier dedicated to using the [[Grenade Launcher]]. This soldier is served best with decent aim and high strength to carry the grenades. So long as this soldier can find a safe, open, area to setup in, they can stay put and deploy pin-point accurate indirect explosive fire across the entire map. Grenadiers tend to do very well in training up their aim stat due to how frequently they fire.<br />
<br />
As a grenadier will be sitting well behind the frontline, they typically do not require armour or any other items. <br />
<br />
Grenadiers are kept relevant towards the mid-game with the proliferation of the [[Small Launcher (Hardmode)|Small Launcher]], which acts as the alien interpretation of the grenade launcher, this also allows the grenadier to use 'stun' bombs to capture aliens at very long ranges. The strength of this weapon does fall off in the late game, but it nonetheless retains a niche thanks to its indirect fire and stun capability.<br />
<br />
=== Sniper ===<br />
Armed with a high power [[Sniper Rifle]]. These soldiers sacrifice close range effectiveness for long range precision elimination. Their high aim/power shots makes them very effective for picking off enemies at great distances, and heavily support scout-sniper tactics. High aim is very much needed to makes a Sniper class work well. <br />
<br />
A pistol sidearm can prove lifesaving if an enemy closes the gap, as the sniper suffers from very poor close range accuracy. Furthermore in the early game a Sniper can also make an effective medkit user due to their rearline position in a squad.<br />
<br />
==Squad Composition==<br />
X-COM starts the game with eight soldiers and two Heavy Weapons Platforms. The starting Skyranger has a troop carrying capacity of 14 soldiers, and up to three HWPs/Drones. More soldiers and equipment will be needed. <br />
<br />
One of the core questions that will define your squad composition will be if you intend to use HWP's and Drones, or not. A HWP consumes 4 soldier slots, a drone consumes only 1. <br />
<br />
Some early game combinations include:<br />
* 14 Soldiers<br />
* 10 - 11 Soldiers - 2 - 3 Drones<br />
* 10 Soldiers - 1 HWP<br />
<br />
==Disembarkation Strategy==<br />
The disembarkation part of any ground operations represents likely the most dangerous part of any mission, this difficulty can be enchanced based on what equipment your forces have, what enemies you are fighting, and what environment you are landing in. <br />
<br />
Some tools you can access that can weigh the odds in X-COM's favour during landings include:<br />
* [[Motion Scanner|Motion Scanners]]: Can allow X-Com operatives inside the aircraft to check for any hostile movement within the vicinity of the craft.<br />
* [[Smoke Grenade|Smoke Grenades]]: Concealment of the landing zone making it harder for the enemy to spot your forces.<br />
* [[Heavy_Weapons_Platforms_(Hardmode)#Drones|Drones]]: Lacking the firepower of heavy weapon's platforms, however these little drones can rapidly scout ahead and survive thanks to their high time units and strong armour. <br />
<br />
Detailed here is a general overview of an uncontested landing and an example of how to benefit from these three tools. <br />
<br />
<gallery widths="300px" heights="188px"><br />
Image:Uncon_Landing_1.png|Commencement of landing and spotting no hostiles, this is a common view outside the transport. <br />
<br />
Image:Uncon_Landing_2.png|Smoking the immediate entrances to the aircraft, plus inside the transport, will provide maximum concealment to X-Com troops. <br />
<br />
Image:Xenomorphs.png|Ending the turn here will make the aliens take their turn. There is a risk a nearby alien might enter the craft, but when your turn starts you will now be able to use a motion tracker to spot nearby hostiles from within the craft, also all remaining aliens will have less time units, meaning less reaction fire risk. <br />
</gallery><br />
<br />
<gallery widths="300px" heights="188px"><br />
Image:Uncon_Landing_3.png|Deploy your drones to reconnoitre the nearby area, their small size and high armour will afford them great survivability.<br />
<br />
Image:Uncon_Landing_4.png|Deploy the first wave of X-Com troopers, they can throw up additional smoke to conceal the craft and drones, and begin laying down gunfire at spotted hostiles.<br />
</gallery><br />
<br />
Some complications that may increase the difficulty of a successful exodus would be landing in a urban or industrial environment, all of which afford the enemy many ambush opportunities that you will have difficulty in scouting. Enemies are also capable of throwing explosives from the very first turn in hardmode, so if a nearby enemy spots your troops then there is a risk of a grenade ruining your day. <br />
<br />
These strategies will invariably be custom tailored based on your own experience, equipment and environment.<br />
<br />
==Drone Warfare==<br />
Explain effective usages of drones and their scouting and survivability. Benefits of module upgrades (Taser = captures, Medkit = good healing, Scanner = greater scouting). Possible drawbacks and HWP conflicts. <br />
TBA<br />
<br />
TBA</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Missions_(Hardmode)&diff=108275Missions (Hardmode)2022-05-31T18:23:20Z<p>Steelpoint: /* Terror Mission */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
General mission types in hardmode are mostly unchanged compared to vanilla. <br />
<br />
=UFO Landed Assault=<br />
Some Alien UFO missions involve landings. Observing a UFOs speed and height can help in determining if a UFO is in the process of attempting a landing, however in some circumstances the UFO may be merely conducting a low level sweep and will not land.<br />
<br />
A UFO that lands is far more difficult to assault, but the UFO will suffer no loss of onboard equipment or resources, thus offering a far greater reward than a crashed UFO. <br />
<br />
Furthermore, the entire crew compliment will be alive and healthy, ergo they will offer greater resistance. Furthermore a UFO may land during the night, further enhancing the difficulty of the mission. In addition a landed UFO will only remain on the ground for a short duration, making it risky to attempt to wait for the landing site to reach morning. <br />
<br />
=UFO Crash Site Assault=<br />
Whenever a UFO is shot down, assuming it is not destroyed outright due to overdamage, a crash site assault becomes available. <br />
<br />
A UFO brought down will suffer a variable amount of damage to onboard equipment and crew numbers in addition to possible structural damage to the craft, which may make assaults on it easier. This represents a double edged sword as a crashed UFO is relatively easier to secure than a landed one, but it will offer less recoverable resources. <br />
<br />
Be wary that shooting down UFO's has a chance to trigger a future alien retaliation mission. Avoid shooting down craft near bases you do not want to be attacked. <br />
<br />
=Alien Base Assault=<br />
As the invasion proceeds the aliens will construct ground bases on Earth to advance their goals. A successful assault on an alien base is absolutely vital in the early game in order to secure research data and resources to progress the tech tree. <br />
<br />
The aliens are guaranteed to construct an alien base within the same region as X-COM's first base within the first month. This is to guarantee that X-COM can assault an alien base and advance the tech tree. <br />
<br />
Unlike vanilla, base assaults tend to be larger in size and hold a larger defensive force. In addition to how early a player must assault one, expect a long operation. The usage of alloy ammunition is vitally required for success for these early game assaults.<br />
<br />
=Terror Mission=<br />
Terror missions require X-COM to defeat a large contingent of alien terror troops while attempting to save as many civilians as possible. Failure to attend to a terror mission will result in major negative political consequences for X-COM.<br />
<br />
Hardmode terror missions feature significantly larger maps and a larger contingent of civilians at risk, potentially up to 24.<br />
<br />
Civilians remain unarmed and cannot defend themselves. Do note that a stunned civilian still counts as being alive at the end of a mission. <br />
<br />
Due to alternations from the mod, even a successful terror mission will still see X-COM suffer a negative score/political penalty, it is very unlikely for X-COM to gain a positive score out of a terror mission, with a best case scenario being a even score of around 0. Ergo terror missions put more pressure on X-COM to not only succeed here, but to succeed elsewhere to counteract the consequences of a terror mission. <br />
<br />
Terror missions are more dangerous in hardmode due to a wider range of unique terror forces, with the possibility of encountering multiple terror troops that would normally not work together in vanilla. Furthermore, failure to attend a terror mission will confer a larger negative score to X-COM than vanilla, around a negative 1000 to 1500 score. If X-COM cannot make an effort to attend a terror mission, expect major consequences to your score. (landing and aborting the mission will confer a similar negative score)<br />
<br />
=X-COM Base Defence=<br />
Base defence missions operate similarly to vanilla, expect a large contingent of enemy forces in addition to terror troops.<br />
<br />
=Cydonia or Bust=<br />
The battle to end the war. Expect a longer, gruelling, version compared to vanilla with a larger contingent of mixed enemy troops.</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Battlescape_Strategy_(Hardmode)&diff=108274Battlescape Strategy (Hardmode)2022-05-31T14:57:01Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
As Hardmode assumes the player is familiar with vanilla X-COM, this strategy section will detail additional battlescape issues, tips and tricks that Hardmode presents. Generic strategy information pertinent to vanilla X-COM can be found here: https://www.ufopaedia.org/index.php/Category:Tactics<br />
<br />
==Squad Roles==<br />
Every X-COM commander will have their own personal preference for how they equip and deploy their soldiers. <br />
<br />
Due to the presence of new tools and weapons, this section will detail some possible new squad roles that may be performed. <br />
<br />
=== Breacher ===<br />
Wielding the new [[Shotgun]] class of weapons. Breacher's are intended to get in close to the enemy in close quarter combat end deliver outstanding firepower. A good breacher wants high time units but otherwise is not dependant on any particular stat to be effective, and can make an effective "generic" role for soldiers with mediocre or bad stats. Breachers can make good scouts, however this class does suffer from very poor usefulness in mid range combat and is virtually defenceless in long range combat.<br />
<br />
These form of soldiers will excel in close combat oriented enviroments such as UFO's or Alien Bases<br />
<br />
=== Hybrid Breacher ===<br />
An alternative to a dedicated breacher, is to have soldiers place shotguns in their backpack and to then carry a traditional [[Rifle (Hardmode)|Rifle]] or [[Pistol (Hardmode)|Pistol]] as their mainstay weapon. This does confer a significant weight penelty to the soldier, meaning a soldier will have to sacrifice a large part of their carrying capacity to pull this off. But the success to this is a highly versatile soldier than can engage in equally close and mid-range combat at any moment.<br />
<br />
The advent of power suits and their successors will make this form of soldier setup more viable for low weight carrying soldiers due to the weight reduction inherent with the power suits.<br />
<br />
=== Grenadier ===<br />
Different from the traditional view of a X-COM grenadier, this is a soldier dedicated to using the [[Grenade Launcher]]. This soldier is served best with decent aim and high strength to carry the grenades. So long as this soldier can find a safe, open, area to setup in, they can stay put and deploy pin-point accurate indirect explosive fire across the entire map. Grenadiers tend to do very well in training up their aim stat due to how frequently they fire.<br />
<br />
As a grenadier will be sitting well behind the frontline, they typically do not require armour or any other items. <br />
<br />
Grenadiers are kept relevant towards the mid-game with the proliferation of the [[Small Launcher (Hardmode)|Small Launcher]], which acts as the alien interpretation of the grenade launcher, this also allows the grenadier to use 'stun' bombs to capture aliens at very long ranges. The strength of this weapon does fall off in the late game, but it nonetheless retains a niche thanks to its indirect fire and stun capability.<br />
<br />
=== Sniper ===<br />
Armed with a high power [[Sniper Rifle]]. These soldiers sacrifice close range effectiveness for long range precision elimination. Their high aim/power shots makes them very effective for picking off enemies at great distances, and heavily support scout-sniper tactics. High aim is very much needed to makes a Sniper class work well. <br />
<br />
A pistol sidearm can prove lifesaving if an enemy closes the gap, as the sniper suffers from very poor close range accuracy. Furthermore in the early game a Sniper can also make an effective medkit user due to their rearline position in a squad.<br />
<br />
==Squad Composition==<br />
X-COM starts the game with eight soldiers and two Heavy Weapons Platforms. The starting Skyranger has a troop carrying capacity of 14 soldiers, and up to three HWPs/Drones. More soldiers and equipment will be needed. <br />
<br />
One of the core questions that will define your squad composition will be if you intend to use HWP's and Drones, or not. A HWP consumes 4 soldier slots, a drone consumes only 1. <br />
<br />
Some early game combinations include:<br />
* 14 Soldiers<br />
* 10 - 11 Soldiers - 2 - 3 Drones<br />
* 10 Soldiers - 1 HWP<br />
<br />
==Disembarkation Strategy==<br />
The disembarkation part of any ground operations represents likely the most dangerous part of any mission, this difficulty can be enchanced based on what equipment your forces have, what enemies you are fighting, and what environment you are landing in. <br />
<br />
Some tools you can access that can weigh the odds in X-COM's favour during landings include:<br />
* [[Motion Scanner|Motion Scanners]]: Can allow X-Com operatives inside the aircraft to check for any hostile movement within the vicinity of the craft.<br />
* [[Smoke Grenade|Smoke Grenades]]: Concealment of the landing zone making it harder for the enemy to spot your forces.<br />
* [[Heavy_Weapons_Platforms_(Hardmode)#Drones|Drones]]: Lacking the firepower of heavy weapon's platforms, however these little drones can rapidly scout ahead and survive thanks to their high time units and strong armour. <br />
<br />
Detailed here is a general overview of an uncontested landing and an example of how to benefit from these three tools. <br />
<br />
<gallery widths="300px" heights="188px"><br />
Image:Uncon_Landing_1.png|Spotting no hostiles, this is a common view outside the transport. <br />
<br />
Image:Uncon_Landing_2.png|Smoking the immediate entrances to the aircraft, plus inside the transport, will provide maximum concealment to X-Com troops. <br />
<br />
Image:Xenomorphs.png|Ending the turn here will make the aliens take their turn. There is a risk a nearby alien might enter the craft, but when your turn starts you will now be able to use a motion tracker to spot nearby hostiles from within the craft, also all remaining aliens will have less time units, meaning less reaction fire risk. <br />
</gallery><br />
<br />
<gallery widths="300px" heights="188px"><br />
Image:Uncon_Landing_3.png|Deploy your drones to reconnoitre the nearby area, their small size and high armour will afford them great survivability.<br />
<br />
Image:Uncon_Landing_4.png|Deploy the first wave of X-Com troopers, they can throw up additional smoke to conceal the craft and drones, and begin laying down gunfire at spotted hostiles.<br />
</gallery><br />
<br />
Some complications that may increase the difficulty of a successful exodus would be landing in a urban or industrial environment, all of which afford the enemy many ambush opportunities that you will have difficulty in scouting. Enemies are also capable of throwing explosives from the very first turn in hardmode, so if a nearby enemy spots your troops then there is a risk of a grenade ruining your day. <br />
<br />
These strategies will invariably be custom tailored based on your own experience, equipment and environment. <br />
<br />
<br />
==Drone Warfare==<br />
Explain effective usages of drones and their scouting and survivability. Benefits of module upgrades (Taser = captures, Medkit = good healing, Scanner = greater scouting). Possible drawbacks and HWP conflicts. <br />
TBA<br />
<br />
TBA</div>Steelpointhttps://www.ufopaedia.org/index.php?title=File:Uncon_Landing_4.png&diff=108273File:Uncon Landing 4.png2022-05-31T14:55:11Z<p>Steelpoint: </p>
<hr />
<div></div>Steelpointhttps://www.ufopaedia.org/index.php?title=File:Uncon_Landing_3.png&diff=108272File:Uncon Landing 3.png2022-05-31T14:55:03Z<p>Steelpoint: </p>
<hr />
<div></div>Steelpointhttps://www.ufopaedia.org/index.php?title=File:Uncon_Landing_2.png&diff=108271File:Uncon Landing 2.png2022-05-31T14:54:52Z<p>Steelpoint: </p>
<hr />
<div></div>Steelpointhttps://www.ufopaedia.org/index.php?title=File:Uncon_Landing_1.png&diff=108270File:Uncon Landing 1.png2022-05-31T14:54:44Z<p>Steelpoint: </p>
<hr />
<div></div>Steelpointhttps://www.ufopaedia.org/index.php?title=Muton_(Hardmode)&diff=108269Muton (Hardmode)2022-05-31T09:47:14Z<p>Steelpoint: /* Armour */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Muton.png|right|Muton]]<br />
The '''Muton''' TBA<br />
<br />
Muton terror forces make usage of '''[[Celatid (Hardmode)|Celatids]]''', '''[[Muton Berserker (Hardmode)|Muton Berserkers]]''' and '''[[Armoured Cyberdisc|Armoured Cyberdiscs]]'''.<br />
<br />
==General information==<br />
TBA<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 56<br />
'''Health:''' 125<br />
'''Energy:''' 90<br />
'''Reactions:''' 60<br />
'''Bravery:''' 90<br />
'''Firing Accuracy:''' 54<br />
'''Psi Strength:''' 40<br />
<br />
===Armour===<br />
{|<br />
|-<br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Muton Soldier'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>20</td></tr><br />
<tr><td>Left/Right</td><td>20</td></tr><br />
<tr><td>Rear</td><td>20</td></tr><br />
<tr><td>Under</td><td>10</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Muton Navigator'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>24</td></tr><br />
<tr><td>Left/Right</td><td>24</td></tr><br />
<tr><td>Rear</td><td>24</td></tr><br />
<tr><td>Under</td><td>15</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Muton Engineer'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>28</td></tr><br />
<tr><td>Left/Right</td><td>28</td></tr><br />
<tr><td>Rear</td><td>28</td></tr><br />
<tr><td>Under</td><td>20</td></tr><br />
</table><br />
|}<br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>60%</td></tr><br />
<tr><td>Incendiary</td><td>100%</td></tr><br />
<tr><td>Laser Beam</td><td>100%</td></tr><br />
<tr><td>Plasma Beam</td><td>100%</td></tr><br />
<tr><td>Smoke</td><td>100%</td></tr><br />
<tr><td>Stun</td><td>100%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Muton_Berserker_(Hardmode)&diff=108263Muton Berserker (Hardmode)2022-05-29T21:00:58Z<p>Steelpoint: /* Armour */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Muton_Berserker.png|right|Muton Berserker]]<br />
The '''Muton Berserker''' TBA<br />
<br />
==General information==<br />
TBA<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 113<br />
'''Health:''' 250<br />
'''Energy:''' 173<br />
'''Reactions:''' 70<br />
'''Bravery:''' 110<br />
'''Firing Accuracy:''' 0<br />
'''Psi Strength:''' 100<br />
<br />
'''Damage:''' Dependent<br />
'''Accuracy-'''<br />
'''Melee:''' 200%<br />
'''TUs-'''<br />
'''Melee:''' 10%<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>15</td></tr><br />
<tr><td>Left/Right</td><td>15</td></tr><br />
<tr><td>Rear</td><td>15</td></tr><br />
<tr><td>Under</td><td>15</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>50%</td></tr><br />
<tr><td>Incendiary</td><td>50%</td></tr><br />
<tr><td>Laser Beam</td><td>50%</td></tr><br />
<tr><td>Plasma Beam</td><td>50%</td></tr><br />
<tr><td>Smoke</td><td>0%</td></tr><br />
<tr><td>Stun</td><td>50%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Muton_Berserker_(Hardmode)&diff=108262Muton Berserker (Hardmode)2022-05-29T20:50:24Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Muton_Berserker.png|right|Muton Berserker]]<br />
The '''Muton Berserker''' TBA<br />
<br />
==General information==<br />
TBA<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 113<br />
'''Health:''' 250<br />
'''Energy:''' 173<br />
'''Reactions:''' 70<br />
'''Bravery:''' 110<br />
'''Firing Accuracy:''' 0<br />
'''Psi Strength:''' 100<br />
<br />
'''Damage:''' Dependent<br />
'''Accuracy-'''<br />
'''Melee:''' 200%<br />
'''TUs-'''<br />
'''Melee:''' 10%<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>X</td></tr><br />
<tr><td>Left/Right</td><td>X</td></tr><br />
<tr><td>Rear</td><td>X</td></tr><br />
<tr><td>Under</td><td>X</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Chryssalid_Spitter&diff=108261Chryssalid Spitter2022-05-29T20:47:21Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Chryssalid_Spitter.png|right|Chryssalid Spitter]]<br />
The '''Chryssalid Spitter''' TBA<br />
<br />
==General information==<br />
As the name suggests, these evolutions of the Chryssalid are capable of launching ranged attacks against hostile targets. These ranged "spit" attacks are equally as deadly as its melee attacks are, and are capable of converting humans into zombies as effectively as its melee swipes. <br />
<br />
As spitters now possess a ranged attack, they can also fire reaction shots which can near instantly kill any human solider. Extreme caution is advised when approaching a chryssalid spitter.<br />
<br />
Aside their new ranged attacks, spitters are almost identical in terms of statistics to their non-spitter predecessors. Tactics that work against Chryssalids will generally work on these, albeit their ability to fire on flying units.<br />
<br />
TBA<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 127<br />
'''Health:''' 110<br />
'''Energy:''' 162<br />
'''Reactions:''' 86<br />
'''Bravery:''' 100<br />
'''Firing Accuracy:''' 46<br />
'''Psi Strength:''' 150<br />
<br />
'''Damage:''' 140<br />
'''Accuracy-'''<br />
'''Snap:''' 100%<br />
'''TUs-'''<br />
'''Snap:''' 20%<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>X</td></tr><br />
<tr><td>Left/Right</td><td>X</td></tr><br />
<tr><td>Rear</td><td>X</td></tr><br />
<tr><td>Under</td><td>X</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Chryssalid_Spitter&diff=108260Chryssalid Spitter2022-05-29T20:45:13Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Chryssalid_Spitter.png|right|Chryssalid Spitter]]<br />
The '''Chryssalid Spitter''' TBA<br />
<br />
==General information==<br />
As the name suggests, these evolutions of the Chryssalid are capable of launching ranged attacks against hostile targets. These ranged "spit" attacks are equally as deadly as its melee attacks are, and are capable of converting humans into zombies as effectively as its melee swipes. <br />
<br />
TBA<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 127<br />
'''Health:''' 110<br />
'''Energy:''' 162<br />
'''Reactions:''' 86<br />
'''Bravery:''' 100<br />
'''Firing Accuracy:''' 46<br />
'''Psi Strength:''' 150<br />
<br />
'''Damage:''' 140<br />
'''Accuracy-'''<br />
'''Snap:''' 100%<br />
'''TUs-'''<br />
'''Snap:''' 20%<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>X</td></tr><br />
<tr><td>Left/Right</td><td>X</td></tr><br />
<tr><td>Rear</td><td>X</td></tr><br />
<tr><td>Under</td><td>X</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Chryssalid_Spitter&diff=108259Chryssalid Spitter2022-05-29T20:41:43Z<p>Steelpoint: /* General information */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Chryssalid_Spitter.png|right|Chryssalid Spitter]]<br />
The '''Chryssalid Spitter''' TBA<br />
<br />
==General information==<br />
As the name suggests, these evolutions of the Chryssalid are capable of launching ranged attacks against hostile targets. These ranged "spit" attacks are equally as deadly as its melee attacks are, and are capable of converting humans into zombies as effectively as its melee swipes. <br />
<br />
TBA<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' X<br />
'''Health:''' X<br />
'''Energy:''' X<br />
'''Reactions:''' X<br />
'''Bravery:''' X<br />
'''Firing Accuracy:''' X<br />
'''Psi Strength:''' X<br />
<br />
'''Damage:''' X<br />
'''Accuracy-'''<br />
'''Snap:''' X%<br />
'''Auto:''' X%<br />
'''Aimed:''' X%<br />
'''TUs-'''<br />
'''Snap:''' X%<br />
'''Auto:''' X% <br />
'''Aimed:''' X%<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>X</td></tr><br />
<tr><td>Left/Right</td><td>X</td></tr><br />
<tr><td>Rear</td><td>X</td></tr><br />
<tr><td>Under</td><td>X</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Ethereal_(Hardmode)&diff=108258Ethereal (Hardmode)2022-05-29T20:40:03Z<p>Steelpoint: /* General information */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Ethereal.png|right|Ethereal]]<br />
The '''Ethereal''' TBA<br />
<br />
Ethereal terror forces make usage of '''[[Armoured Sectopod|Armoured Sectopods]]''' and '''[[Chryssalid Spitter|Chryssalid Spitters]]'''.<br />
<br />
==General information==<br />
Unlike in vanilla, Ethereals are functionally immune to psionic attacks due to their massively increased psi strength. However to counteract this the psi skill of all ethereals has been significantly reduced. In spite of this the psionic attack potential of an individual Ethereal is similar to its vanilla counterpart.<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 68<br />
'''Health:''' 55<br />
'''Energy:''' 96<br />
'''Reactions:''' 75<br />
'''Bravery:''' 90 - 100<br />
'''Firing Accuracy:''' 74<br />
'''Psi Strength:''' 180 - 237<br />
'''Psi Skill''' 12 - 14<br />
<br />
===Armour===<br />
{|<br />
|-<br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Ethereal Soldier'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>35</td></tr><br />
<tr><td>Left/Right</td><td>35</td></tr><br />
<tr><td>Rear</td><td>35</td></tr><br />
<tr><td>Under</td><td>35</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Ethereal Leader'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>40</td></tr><br />
<tr><td>Left/Right</td><td>40</td></tr><br />
<tr><td>Rear</td><td>40</td></tr><br />
<tr><td>Under</td><td>40</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Ethereal Commander'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>45</td></tr><br />
<tr><td>Left/Right</td><td>45</td></tr><br />
<tr><td>Rear</td><td>45</td></tr><br />
<tr><td>Under</td><td>45</td></tr><br />
</table><br />
|}<br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Equipment_(Hardmode)&diff=108257Equipment (Hardmode)2022-05-29T20:09:58Z<p>Steelpoint: /* Portable equipment */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
There are many different types of '''equipment''' available for fighting the alien menace.<br />
<br />
==Armour==<br />
:''Main article:'' [[Armour (Hardmode) | Armour]]<br />
Armour is worn by your soldiers to protect them against enemy fire both direct and indirect. Initially your agents will all be wearing basic kevlar plates that provide some minimal level of defense, as your technology progresses your [[soldiers]] will be able to withstand more damage. Armour also confers better smoke and fire resistance.<br />
<br />
==Weapons==<br />
:''Main article:'' [[Weapons (Hardmode) | Weapons]]<br />
Weapons are required to take on the alien threat, you initially have access to a diverse range of weapons. Research will allow you to use the alien weapons.<br />
<br />
==Portable equipment==<br />
Small easily portable equipment that provide supporting roles and functions that do not fall into the above categories. <br />
===Grenades===<br />
* [[Grenade]]<br />
* [[Proximity Grenade]]<br />
* [[High Explosive]]<br />
* [[Incendiary Grenade (Hardmode) | Incendiary Grenade]]<br />
* [[Flashbang Grenade]]<br />
* [[Alien Grenade]]<br />
* [[Stun Grenade]]<br />
* [[Fire Grenade]]<br />
<br />
===Support Equipment===<br />
* [[Field Medic Pack]]: Standard issue field medical kit.<br />
* [[Medical Kit (Hardmode) | Medical Kit]]: Researchable medical kit, more efficient and less heavy to carry.<br />
* [[Advance Medical Kit (Hardmode) | Advance Medical Kit]]: Researchable and more refined iteration on its predecessors. <br />
<br />
* [[Smoke Grenade]]: Creates a smoke screen to conceal your movements.<br />
* [[Motion Scanner]]: Scans a 10 tile radius to show units that have moved in the last and current turn.<br />
* [[Electro-flare]]: Lights up dark areas of the map allowing you to see further. Reusable. <br />
* [[Psi-Amp]]: Allows soldiers with psi skill to wage psionic attacks just like the aliens.<br />
* [[Mind Probe]]: Allows identification of an alien's rank and current vital statistics.</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Alien_Missions_(Hardmode)&diff=108256Alien Missions (Hardmode)2022-05-29T19:04:13Z<p>Steelpoint: /* Mission Generation */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
The alien forces will dispatch UFO sorties to conduct an array of hostile acts or missions across the Earth, X-COM can respond in kind by deploying its own interceptors and assault transport ships to interdict these missions and disrupt the aliens operations. <br />
<br />
The ultimate objective of any alien missions is to generate a negative score against X-COM, or to setup for future missions that will further generate more severe negative score events. <br />
<br />
==Mission Generation==<br />
At the commencement of any month, the aliens will schedule a random ordinary mission and a terror mission to occur. In the latter stages of the game an additional ordinary mission will be scheduled. <br />
<br />
An exception to this is in the very first month of the game the aliens are guaranteed to schedule an alien base construction mission within the same region as X-COM's starting base, this is to give X-COM players the chance to conduct an alien base assault to advance the tech tree, and to avoid a situation where the player must wait for an extended period of time for the aliens to construct a base.<br />
<br />
The following actions or events may result in the generation of further missions<br />
* If there is an alien base present on Earth, there is a 6% chance every day that an alien supply mission will be scheduled. <br />
* Any active alien base has a 10% chance per month to generate one random selection of missions in their region, these include<br />
**Alien Terror, Abduction, Retaliation or Harvest missions<br />
**Ship Attack or Docked Ship terror missions<br />
* Interrogating an alien Navigator or Engineer will aggravate the aliens to trigger an additional mission, limited to 2 additional Missions per month<br />
* Researching an Alien Data Slate will trigger the aliens to counter with a Ship Attack or Docked Ship terror mission.<br />
* If X-COM successfully intercept any UFO in the air, there is percent chance (20% on superhuman) for an alien retaliation mission to be immediately scheduled.<br />
<br />
==Mission Types==<br />
===Alien Research===<br />
A relativity benign mission, the aliens conduct basic research work across a target zone, typically landing in remote and isolated regions and attempting to avoid contact with humans. A sortie of a small and medium scout, followed by a excavator, are deployed for these missions. The aliens only score 10 points if the mission is accomplished unopposed. <br />
<br />
===Alien Harvest===<br />
The aliens harvest local Earth fauna for unknown reasons, stealing organs and other biological matter. While a complicated operation, this mission draws only minimal concern from world governments. The aliens will deploy all forms of scouts, fighter and sentry UFOs, harvesters and a lab ship. Completion of this mission will score 30 points against X-COM.<br />
<br />
===Alien Abduction===<br />
An insidious operation, the aliens abduct and perform unknown experiments on humans who are captured from isolated locations, not all humans make it back. The aliens deploy a wider range of UFOs for these missions, including small and medium scouts, an excavator, lab ship and abductor UFO. Completion of this mission confers negative 50 points.<br />
<br />
===Alien Infiltration===<br />
A highly complicated mission intended by the aliens to force a council nation to withdraw all political and economic support from X-COM. A small task force of scouts and a fighter UFO will lay the initial groundwork by conducting reconnaissance sorties, once completed a large contingent of UFOs will rapidly arrive within the target country, starting with a sentry UFO and ending with a battleship. Upon completion the target nation will withdraw from the X-COM project, confer a negative 1,500 score at the end of the month, and see the construction of an alien base within the nation's borders. <br />
<br />
Destruction or interception of the UFO's attending to this mission will only delay its outcome, it cannot be prevented once the aliens commit to it. <br />
<br />
===Alien Base Construction===<br />
Alien forces attempt to construct a ground base somewhere on Earth. Initial waves of UFO's consist of scouts and an excavator who will land to conduct survey and construction work, a final sortie consisting of a supply ship, lab ship and a battleship will arrive within a short window to inaugurate the completion of the base construction while also landing to offload supplies and personal. Completion of this mission deducts 50 points of score, with the base itself deducting 5 points in its region per day.<br />
<br />
===Alien Supply Mission===<br />
So long as an alien base remains operational, it has a 6% chance per day to request a supply mission at midnight. A supply mission sees a single alien supply ship deployed directly to the base to resupply it, it will remain landed for a while before leaving. The aliens score 30 points if the mission is a success. <br />
<br />
===Alien Terror Mission===<br />
The aliens will conduct reconnaissance work to pinpoint a target site for a terror mission. A fighter and sentry UFO will conduct the initial reconnaissance before a terror ship assists in preparation work. If the recon is completed a final terror ship will be launched with the terror forces onboard, and will head straight for the target city. Interception of the final terror ship will prevent the terror attack. Completion of this mission deducts 20 points of score, in addition to the ~1000 to ~1500 score deduction if the terror mission is a success for the aliens. <br />
<br />
===Retaliation===<br />
The most overtly aggressive of the Alien Missions, Alien Retaliation signifies an alien attempt to destroy X-Com via military force. Alien Retaliation missions are generated in response to X-Com's activities either by X-COM interception flying UFOs or by the war dragging on long enough. Retaliation missions come in two phases, first a series of UFOs will conduct scouting operations in the region the aliens suspect an X-COM base is located, this will include a small scout, fighter ship, sentry ship and a battleship. The scouts never land, and must be intercepted by aircraft to hinder them. <br />
<br />
If the scouts locate an X-COM base, a final battleship will be deployed and streak directly towards the X-COM base to assault it. If the scouts are destroyed then the aliens may fail in finding the base. The aliens do not directly score from this mission, but the risk of the loss of a base represents a major blow to X-COM.</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(Hardmode)&diff=108255Alien Life Forms (Hardmode)2022-05-29T18:45:36Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
Many different species are amongst the ranks of the invading alien forces. <br />
This page will detain basic information regarding these forces.<br />
<br />
===Changes===<br />
Most vanilla alien species retain similar stats in hardmode. However all alien species have seen a boost to their bravery stat, making all aliens harder to panic. Furthermore the Ethereals are now immune to psionic attacks from X-Com. <br />
<br />
===Mixed Crews===<br />
All alien UFO's and Bases will make use of a primary species that operate it, in addition there is a random chance that any particular alien crew will be augmented with a small contingent of a second alien species, randomly assigned as a part of the crew. <br />
<br />
Furthermore, alien Terror forces will also include a small group of alternative terror forces not typically seen with the primary alien forces leading the assault. This secondary terror unit will be associated with the secondary alien species that is also serving with the crew. Ergo if a Sectoid is operating with a Floater terror force, expect some Cyberdisks alongside the traditional Reapers.<br />
<br />
==Primary Alien Species==<br />
<gallery mode="packed" widths=150px heights=100px perrow=5><br />
File:Floater_Icon.png| [[Floater (Hardmode) | Floaters]]<br />
File:Sectoid_Icon.png| [[Sectoid (Hardmode) | Sectoids]]<br />
File:Snakeman_Icon.png| [[Snakemen (Hardmode) |Snakemen]]<br />
File:Muton_Icon.png| [[Muton (Hardmode) | Mutons]]<br />
File:Waspite_Icon.png| [[Waspite]]<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px perrow=5><br />
File:Gazer_Icon.png| [[Gazer]]<br />
File:Sectoid_Elite_Icon.png| [[Sectoid Elite]]<br />
File:Muton_Elite_Icon.png| [[Muton Elite]]<br />
File:MutonEliteGuard_Icon.png| [[Muton Elite Guard]]<br />
File:Ethereal_Icon.png| [[Ethereal (Hardmode) | Ethereal]]<br />
</gallery><br />
<br />
==Terror Forces==<br />
<gallery mode="packed" widths=150px heights=100px perrow=5><br />
File:Reaper_Icon.png| [[Reaper (Hardmode) | Reaper]]<br />
File:Silacoid_Icon.png| [[Silacoid (Hardmode) | Silacoid]]<br />
File:Cyberdisc_Icon.png| [[Cyberdisc (Hardmode) | Cyberdisc]]<br />
File:Chryssalid_Icon.png| [[Chryssalid (Hardmode) | Chryssalid]]<br />
File:Sectopod_Icon.png| [[Sectopod (Hardmode) | Sectopod]]<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px perrow=5><br />
File:Celatid_Icon.png| [[Celatid (Hardmode) | Celatid]]<br />
File:Muton_Berserker_Icon.png| [[Muton Berserker (Hardmode) | Muton Berserker]]<br />
File:Cybermite_Icon.png| [[Cybermite]]<br />
File:Holodrone_Icon.png| [[Holodrone]]<br />
File:Chryssalid_Spitter_Icon.png| [[Chryssalid Spitter]]<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px perrow=5><br />
File:Armoured_Cyberdisc.png| [[Armoured Cyberdisc]]<br />
File:Armoured_Sectopod_Icon.png| [[Armoured Sectopod]]<br />
</gallery><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Ethereal_(Hardmode)&diff=108254Ethereal (Hardmode)2022-05-29T18:32:47Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Ethereal.png|right|Ethereal]]<br />
The '''Ethereal''' TBA<br />
<br />
Ethereal terror forces make usage of '''[[Armoured Sectopod|Armoured Sectopods]]''' and '''[[Chryssalid Spitter|Chryssalid Spitters]]'''.<br />
<br />
==General information==<br />
Unlike in vanilla, Ethereals are functionally immune to psionic attacks due to their massively increased psi strength. However to counteract this the psi skill of all ethereals has been significantly reduced. In spite of this the psionic skill of an individual Ethereal is similar to its vanilla counterpart.<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 68<br />
'''Health:''' 55<br />
'''Energy:''' 96<br />
'''Reactions:''' 75<br />
'''Bravery:''' 90 - 100<br />
'''Firing Accuracy:''' 74<br />
'''Psi Strength:''' 180 - 237<br />
'''Psi Skill''' 12 - 14<br />
<br />
===Armour===<br />
{|<br />
|-<br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Ethereal Soldier'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>35</td></tr><br />
<tr><td>Left/Right</td><td>35</td></tr><br />
<tr><td>Rear</td><td>35</td></tr><br />
<tr><td>Under</td><td>35</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Ethereal Leader'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>40</td></tr><br />
<tr><td>Left/Right</td><td>40</td></tr><br />
<tr><td>Rear</td><td>40</td></tr><br />
<tr><td>Under</td><td>40</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Ethereal Commander'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>45</td></tr><br />
<tr><td>Left/Right</td><td>45</td></tr><br />
<tr><td>Rear</td><td>45</td></tr><br />
<tr><td>Under</td><td>45</td></tr><br />
</table><br />
|}<br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Ethereal_(Hardmode)&diff=108253Ethereal (Hardmode)2022-05-29T18:26:06Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Ethereal.png|right|Ethereal]]<br />
The '''Ethereal''' TBA<br />
<br />
Ethereal terror forces make usage of '''[[Armoured Sectopod|Armoured Sectopods]]''' and '''[[Chryssalid Spitter|Chryssalid Spitters]]'''.<br />
<br />
==General information==<br />
TBA<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 68<br />
'''Health:''' 55<br />
'''Energy:''' 96<br />
'''Reactions:''' 75<br />
'''Bravery:''' 90 - 100<br />
'''Firing Accuracy:''' 74<br />
'''Psi Strength:''' 180 - 237<br />
'''Psi Skill''' 12 - 14<br />
<br />
===Armour===<br />
{|<br />
|-<br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Ethereal Soldier'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>35</td></tr><br />
<tr><td>Left/Right</td><td>35</td></tr><br />
<tr><td>Rear</td><td>35</td></tr><br />
<tr><td>Under</td><td>35</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Ethereal Leader'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>40</td></tr><br />
<tr><td>Left/Right</td><td>40</td></tr><br />
<tr><td>Rear</td><td>40</td></tr><br />
<tr><td>Under</td><td>40</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Ethereal Commander'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>45</td></tr><br />
<tr><td>Left/Right</td><td>45</td></tr><br />
<tr><td>Rear</td><td>45</td></tr><br />
<tr><td>Under</td><td>45</td></tr><br />
</table><br />
|}<br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Muton_Elite&diff=108252Muton Elite2022-05-29T18:22:40Z<p>Steelpoint: /* Armour */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:muton_elite.png|right|Muton Elite]]<br />
The '''Muton Elite''' represent the elite warriors of the Muton species. Granted access to superior armour compared to their more common subordinates and a degree of genetic enhancements that slightly increases their combat skills. <br />
<br />
Typically encountered early on in limited numbers commanding the [[Muton (Hardmode) |Mutons]] as Leaders. As the war progresses the Aliens will eventually begin fielding UFO crews manned entirely by Muton Elites. <br />
<br />
Muton Elite terror forces make usage of '''[[Sectopod (Hardmode) |Sectopods]]''', '''[[Armoured Cyberdisc |Armoured Cyberdiscs]]''' and '''[[Muton Berserker (Hardmode)| Muton Berserkers]]'''. <br />
<br />
==General information==<br />
Muton Elite are very similar in combat capabilities as regular Mutons. High health, strength, fast on the battlefield, average firing accuracy. The critical difference is that Muton Elite's wear far superior armour compared to Mutons, furthermore their armour has a slight resistance to laser weaponry, heavier ordinance will be required to reliably defeat these aliens. They retain full vulnerability to plasma weapons however. <br />
<br />
One strategic note to be aware of is that Muton Elites, unlike Mutons, do possess 'Leader' ranked soldiers within their ranks. In the mid game when Mutons make their apperance known, you will only encounter Muton Elites filling in the role of Leaders for Muton forces. This could give a skewed opinion of these aliens as Leader ranked Muton Elites have the chance to wield very powerful weapons and have slightly increased combat statistics. <br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 64 - 68<br />
'''Health:''' 125 - 135<br />
'''Energy:''' 90 - 94<br />
'''Reactions:''' 74 - 78<br />
'''Bravery:''' 90 - 100<br />
'''Firing Accuracy:''' 66 - 70<br />
'''Psi Strength:''' 80 - 90<br />
<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>60</td></tr><br />
<tr><td>Left/Right</td><td>50</td></tr><br />
<tr><td>Rear</td><td>40</td></tr><br />
<tr><td>Under</td><td>40</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>60%</td></tr><br />
<tr><td>Incendiary</td><td>100%</td></tr><br />
<tr><td>Laser Beam</td><td>80%</td></tr><br />
<tr><td>Plasma Beam</td><td>100%</td></tr><br />
<tr><td>Smoke</td><td>0%</td></tr><br />
<tr><td>Stun</td><td>100%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Sectoid_Elite&diff=108251Sectoid Elite2022-05-29T18:21:03Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Sectoid_Elite.png|right|Sectoid Elite]]<br />
The '''Sectoid Elite''' TBA<br />
<br />
Sectoid Elite terror forces make usage of '''[[Armoured Cyberdisc|Armoured Cyberdiscs]]''' and '''[[Sectopod (Hardmode)|Sectopods]]'''.<br />
<br />
==General information==<br />
TBA<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 60 - 64<br />
'''Health:''' 60 - 64<br />
'''Energy:''' 100 - 104<br />
'''Reactions:''' 69 - 73<br />
'''Bravery:''' 90 - 100<br />
'''Firing Accuracy:''' 58 - 63<br />
'''Psi Strength:''' 80<br />
'''Psi Skill''' 30 - 35<br />
<br />
===Armour===<br />
<br />
{|<br />
|-<br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Sectoid Elite Common'''<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>50</td></tr><br />
<tr><td>Left/Right</td><td>40</td></tr><br />
<tr><td>Rear</td><td>30</td></tr><br />
<tr><td>Under</td><td>30</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Leader/Commander'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>60</td></tr><br />
<tr><td>Left/Right</td><td>50</td></tr><br />
<tr><td>Rear</td><td>40</td></tr><br />
<tr><td>Under</td><td>40</td></tr><br />
</table><br />
|}<br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Gazer&diff=108250Gazer2022-05-29T18:16:47Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Gazer.png|right|Gazer]]<br />
The '''Gazer''' TBA<br />
<br />
Gazer terror forces make usage of '''[[Holodrone|Holodrones]]''' and '''[[Sectopod (Hardmode)|Sectopods]]'''.<br />
<br />
==General information==<br />
TBA<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 67 - 71<br />
'''Health:''' 90 - 100<br />
'''Energy:''' 86 - 90<br />
'''Reactions:''' 62 - 66<br />
'''Bravery:''' 90<br />
'''Firing Accuracy:''' 62 - 66<br />
'''Psi Strength:''' 50 - 60<br />
<br />
===Armour===<br />
{|<br />
|-<br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Gazer Soldier'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>50</td></tr><br />
<tr><td>Left/Right</td><td>40</td></tr><br />
<tr><td>Rear</td><td>30</td></tr><br />
<tr><td>Under</td><td>30</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Gazer Med/Nav/Eng'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>60</td></tr><br />
<tr><td>Left/Right</td><td>50</td></tr><br />
<tr><td>Rear</td><td>40</td></tr><br />
<tr><td>Under</td><td>40</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Gazer Commander/Leader'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>70</td></tr><br />
<tr><td>Left/Right</td><td>60</td></tr><br />
<tr><td>Rear</td><td>50</td></tr><br />
<tr><td>Under</td><td>50</td></tr><br />
</table><br />
|}<br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Waspite&diff=108249Waspite2022-05-29T18:12:40Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Waspite.png|right|Waspite]]<br />
The '''Waspite''' TBA<br />
<br />
Waspite terror forces make usage of '''[[Cybermite|Cybermites]]''' and '''[[Sectopod (Hardmode)|Sectopods]]'''.<br />
<br />
==General information==<br />
TBA<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 62 - 66<br />
'''Health:''' 70<br />
'''Energy:''' 100<br />
'''Reactions:''' 60 - 64<br />
'''Bravery:''' 90 - 100<br />
'''Firing Accuracy:''' 64 - 68<br />
'''Psi Strength:''' 50 - 55<br />
<br />
===Armour===<br />
{|<br />
|-<br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Waspite Engineer/Medic/Leader'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>34</td></tr><br />
<tr><td>Left/Right</td><td>30</td></tr><br />
<tr><td>Rear</td><td>22</td></tr><br />
<tr><td>Under</td><td>34</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Waspite Commander'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>38</td></tr><br />
<tr><td>Left/Right</td><td>34</td></tr><br />
<tr><td>Rear</td><td>26</td></tr><br />
<tr><td>Under</td><td>38</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Waspite Soldier/Navigator'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>40</td></tr><br />
<tr><td>Left/Right</td><td>36</td></tr><br />
<tr><td>Rear</td><td>28</td></tr><br />
<tr><td>Under</td><td>40</td></tr><br />
</table><br />
|}<br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Muton_(Hardmode)&diff=108248Muton (Hardmode)2022-05-29T18:05:07Z<p>Steelpoint: </p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Muton.png|right|Muton]]<br />
The '''Muton''' TBA<br />
<br />
Muton terror forces make usage of '''[[Celatid (Hardmode)|Celatids]]''', '''[[Muton Berserker (Hardmode)|Muton Berserkers]]''' and '''[[Armoured Cyberdisc|Armoured Cyberdiscs]]'''.<br />
<br />
==General information==<br />
TBA<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 56<br />
'''Health:''' 125<br />
'''Energy:''' 90<br />
'''Reactions:''' 60<br />
'''Bravery:''' 90<br />
'''Firing Accuracy:''' 54<br />
'''Psi Strength:''' 40<br />
<br />
===Armour===<br />
{|<br />
|-<br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Muton Soldier'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>20</td></tr><br />
<tr><td>Left/Right</td><td>20</td></tr><br />
<tr><td>Rear</td><td>20</td></tr><br />
<tr><td>Under</td><td>10</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Muton Navigator'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>24</td></tr><br />
<tr><td>Left/Right</td><td>24</td></tr><br />
<tr><td>Rear</td><td>24</td></tr><br />
<tr><td>Under</td><td>15</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Muton Engineer'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>28</td></tr><br />
<tr><td>Left/Right</td><td>28</td></tr><br />
<tr><td>Rear</td><td>28</td></tr><br />
<tr><td>Under</td><td>20</td></tr><br />
</table><br />
|}<br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Snakemen_(Hardmode)&diff=108247Snakemen (Hardmode)2022-05-29T17:50:17Z<p>Steelpoint: /* Statistics */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Snakeman.png|right|Snakeman]]<br />
The '''Snakeman''' TBA<br />
<br />
Snakemen terror forces make usage of the fearsome '''[[Chryssalid (Hardmode)|Chryssalid]]''' and '''[[Silacoid (Hardmode)|Siliacoids]]'''.<br />
<br />
==General information==<br />
TBA<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 40 - 45<br />
'''Health:''' 45- 55<br />
'''Energy:''' 80 - 84<br />
'''Reactions:''' 45 - 65<br />
'''Bravery:''' 90 - 100<br />
'''Firing Accuracy:''' 58 - 65<br />
'''Psi Strength:''' 60 - 75<br />
<br />
===Armour===<br />
{|<br />
|-<br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Snakeman Common'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>20</td></tr><br />
<tr><td>Left/Right</td><td>18</td></tr><br />
<tr><td>Rear</td><td>16</td></tr><br />
<tr><td>Under</td><td>12</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Snakeman Leader'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>20</td></tr><br />
<tr><td>Left/Right</td><td>24</td></tr><br />
<tr><td>Rear</td><td>22</td></tr><br />
<tr><td>Under</td><td>20</td></tr><br />
</table><br />
|<br />
<table {{StdCenterTable}} width="30%"><br />
'''Snakeman Commander'''<br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>26</td></tr><br />
<tr><td>Left/Right</td><td>26</td></tr><br />
<tr><td>Rear</td><td>22</td></tr><br />
<tr><td>Under</td><td>20</td></tr><br />
</table><br />
|}<br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpointhttps://www.ufopaedia.org/index.php?title=Sectoid_(Hardmode)&diff=108246Sectoid (Hardmode)2022-05-29T17:46:24Z<p>Steelpoint: /* Statistics */</p>
<hr />
<div>[[Hardmode|Back To Main Page]]<br />
<br />
[[Image:Sectoid.png|right|Sectoid]]<br />
The '''Sectoid''' TBA<br />
<br />
Sectoid terror forces make usage of '''[[Cyberdisc (Hardmode)|Cyberdiscs]]''' and '''[[Silacoid (Hardmode)|Silacoids]].'''<br />
<br />
==General information==<br />
TBA<br />
<br />
== Statistics ==<br />
<br />
'''TUs:''' 54<br />
'''Health:''' 30<br />
'''Energy:''' 90<br />
'''Reactions:''' 63<br />
'''Bravery:''' 90<br />
'''Firing Accuracy:''' 52<br />
'''Psi Strength:''' 60<br />
'''Psi Skill''' 34 - 40<br />
<br />
===Armour===<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>4</td></tr><br />
<tr><td>Left/Right</td><td>3</td></tr><br />
<tr><td>Rear</td><td>2</td></tr><br />
<tr><td>Under</td><td>2</td></tr><br />
</table><br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Damage Modifier Type</th><br />
<th>Damage Modifier</th></tr><br />
<tr><td>Armor Piercing</td><td>X%</td></tr><br />
<tr><td>Incendiary</td><td>X%</td></tr><br />
<tr><td>Laser Beam</td><td>X%</td></tr><br />
<tr><td>Plasma Beam</td><td>X%</td></tr><br />
<tr><td>Smoke</td><td>X%</td></tr><br />
<tr><td>Stun</td><td>X%</td></tr><br />
</table><br />
<br />
==See Also==<br />
{{Aliens_Hardmode_Navbar}}</div>Steelpoint