http://ufoai.org/w/api.php?action=feedcontributions&user=TC&feedformat=atomUFO:AI - User contributions [en]2024-03-29T14:52:18ZUser contributionsMediaWiki 1.35.4http://ufoai.org/w/index.php?title=UFOAI_v2.5/Strength&diff=42383UFOAI v2.5/Strength2015-11-24T04:38:24Z<p>TC: Added a version navigation box that works with version at the top of the page hierarchy instead of the bottom</p>
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<div>{| class="ufotable" style="margin:auto"<br />
!This article is specific to {{{version|{{#titleparts: {{PAGENAME}} | 1 }}}}}<br />
<small>Other verisons:<br><br />
[[UFOAI v2.2/{{#titleparts: {{PAGENAME}} | | 2 }}|2.2]] &middot;<br />
[[UFOAI v2.3/{{#titleparts: {{PAGENAME}} | | 2 }}|2.3]] &middot;<br />
[[UFOAI v2.4/{{#titleparts: {{PAGENAME}} | | 2 }}|2.4]] &middot;<br />
[[UFOAI v2.5/{{#titleparts: {{PAGENAME}} | | 2 }}|2.5]] &middot;<br />
[[UFOAI v2.6/{{#titleparts: {{PAGENAME}} | | 2 }}|2.6]]<br />
</small><br />
|}<noinclude><br />
<br />
Currently unused page. Used as an experiment to consider different ways of organizing version-specific pages. Specifically, an attempt to put the version at the top of the page hierarchy instead of the bottom, which leads to problematic links.</div>TChttp://ufoai.org/w/index.php?title=Talk:UFOAI_v2.5:Strength&diff=42382Talk:UFOAI v2.5:Strength2015-11-24T04:26:57Z<p>TC: TC moved page Talk:UFOAI v2.5:Strength to Talk:UFOAI v2.5/Strength: Using a colon to designate a namespace only works if the namespace is pre-defined in PHP. Abandoning that approach; now trying to represent the game version in the page's root ...</p>
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<div>#REDIRECT [[Talk:UFOAI v2.5/Strength]]</div>TChttp://ufoai.org/w/index.php?title=Talk:UFOAI_v2.5/Strength&diff=42381Talk:UFOAI v2.5/Strength2015-11-24T04:26:57Z<p>TC: TC moved page Talk:UFOAI v2.5:Strength to Talk:UFOAI v2.5/Strength: Using a colon to designate a namespace only works if the namespace is pre-defined in PHP. Abandoning that approach; now trying to represent the game version in the page's root ...</p>
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<div>#REDIRECT [[Talk:Skills/strength]]</div>TChttp://ufoai.org/w/index.php?title=UFOAI_v2.5:Strength&diff=42380UFOAI v2.5:Strength2015-11-24T04:26:56Z<p>TC: TC moved page UFOAI v2.5:Strength to UFOAI v2.5/Strength: Using a colon to designate a namespace only works if the namespace is pre-defined in PHP. Abandoning that approach; now trying to represent the game version in the page's root level.</p>
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<div>#REDIRECT [[UFOAI v2.5/Strength]]</div>TChttp://ufoai.org/w/index.php?title=Talk:V2.5:Strength&diff=42377Talk:V2.5:Strength2015-11-24T04:04:56Z<p>TC: TC moved page Talk:V2.5:Strength to Talk:UFOAI v2.5:Strength: MediaWiki seems to work better when the version number is represented as a category, rather than a subpage. Experimenting with that idea on this unused page. However, categories must...</p>
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<div>#REDIRECT [[Talk:UFOAI v2.5:Strength]]</div>TChttp://ufoai.org/w/index.php?title=V2.5:Strength&diff=42375V2.5:Strength2015-11-24T04:04:53Z<p>TC: TC moved page V2.5:Strength to UFOAI v2.5:Strength: MediaWiki seems to work better when the version number is represented as a category, rather than a subpage. Experimenting with that idea on this unused page. However, categories must begin wit...</p>
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<div>#REDIRECT [[UFOAI v2.5:Strength]]</div>TChttp://ufoai.org/w/index.php?title=Skills/v2.5&diff=42373Skills/v2.52015-11-24T03:58:03Z<p>TC: /* Basic Attributes */</p>
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<div>{{Version navigation}}<br />
<br />
Skills of a particular actor are generated randomly,<br />
with values depending on the actor class (soldier, scientist, alien, civilian). <br />
Then they can be [[Skills/Improvement/v2.5|improved]] throughout the game.<br />
<br />
== Basic Attributes ==<br />
<br />
* [[Skills/strength|Strength]] <br />
* [[Skills/speed|Speed]]<br />
* [[Skills/accuracy|Accuracy]]<br />
* [[Skills/mind|Mind]]<br />
<br />
== Weapon Proficiencies ==<br />
<br />
* [[Skills/Close Combat/v2.5|Close combat]]<br />
* [[Skills/assault|Assault weapons]]<br />
* [[Skills/sniper|Sniper rifles]]<br />
* [[Skills/High explosives/v2.5|High explosives]]<br />
<br />
== Vital Characteristics ==<br />
<br />
* [[Skills/time units|time units (TU)]]<br />
* [[Skills/health points|health points (HP)]]<br />
* [[Skills/Armour protection|armour protection (AP)]]<br />
* [[Skills/stunning|stunning]]<br />
* [[Skills/morale|morale]]<br />
* [[Skills/Psi Units(PU)|Psi Units(PU)]]<br />
<br />
==Links==<br />
* [[Skills/Improvement/v2.5|Improvement]]<br />
* [[Equipment]]<br />
* [[UFO-Scripts/weapon_*.ufo]]<br />
<br />
[[Category:Equipment]]<br />
[[Category:Skills]]<br />
[[Category:Weapons]]</div>TChttp://ufoai.org/w/index.php?title=Talk:Skills/power&diff=42372Talk:Skills/power2015-11-24T03:56:03Z<p>TC: TC moved page Talk:Skills/power to Talk:V2.5:Strength</p>
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<div>#REDIRECT [[Talk:V2.5:Strength]]</div>TChttp://ufoai.org/w/index.php?title=Skills/power&diff=42370Skills/power2015-11-24T03:56:03Z<p>TC: TC moved page Skills/power to V2.5:Strength</p>
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<div>#REDIRECT [[V2.5:Strength]]</div>TChttp://ufoai.org/w/index.php?title=Manual/Singleplayer/Moving_your_Forces&diff=42366Manual/Singleplayer/Moving your Forces2015-11-23T00:46:18Z<p>TC: Edited for grammar and spelling</p>
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<div>The map on the [[Manual/Singleplayer/Battlescape|Battlescape]] is divided into squares. A character model typically takes up one square to stand in. To move your forces simply select one of your characters, either by clicking on them, clicking on the number in the upper part of the screen or using the 1 – 8 keys. Then click on the square you want your character to move to.<br />
<br />
After movement a character will face in the direction his last square of movement was. Right clicking on any square of the map will rotate the active character so that he is facing there. The direction a character is facing is important for [[Manual/Singleplayer/Spotting enemies|Spotting enemies]].<br />
<br />
Movement consumes [[Manual/Singleplayer/Time Units|Time Units]] (TUs). You can only move to squares that you have enough TUs to reach. When you hover your mouse pointer over a square that is in reach, you will notice two little numbers appearing over your mouse pointer. The first number will represent the number of TUs it will cost your character to reach that square. The number in parenthesis is the number of unreserved TUs your character currently has left during this round.<br />
<br />
'''TU costs of moving:'''<br />
* Moving to a directly adjacent square uses 2 TUs. <br />
* Moving to a diagonally adjacent square uses 3 TUs. <br />
* Moving while the character is crouched (crawling) uses one additional TU (so that’s 3 TUs to adjacent squares and 4 TUs diagonally)<br />
* Crouching or standing up uses 3 TUs.<br />
* Rotating uses up 1 TU regardless of the number of degrees rotated.<br />
<br />
''Example:'' My soldier is crouched behind cover and I want to move to the next cover which is 6 squares away (4 squares straight, 2 squares diagonally). This will take up a total of 20 TUs (3 TUs for standing up, 14 TUs for moving there, 3 TUs for crouching down again).<br />
<br />
If your soldier is currently crouching and you want him to be crouching again after his move, you don’t have to do the standing up/crouching manually. Just click on the spot you want to move to and the program will automatically make him stand up, walk over there and crouch again, if that costs fewer TUs than crawling there.<br />
<br />
Be careful when moving in the enemy's field of vision, as this may trigger [[Manual/Singleplayer/Reaction Fire|Reaction Fire]].<br />
<br />
'''Keep moving soldier!'''<br />
<br />
----<br />
<br />
[[File:Manual_move1.JPG|500px]]<br />
<br />
Soldier moving to an adjacent square at the cost of 2 TUs. Indicated by the red circle next to the cursor are the TU cost (2) and the TUs still available (13)<br />
<br />
[[File:Manual_move2.JPG|500px]]<br />
<br />
Soldier moving one square diagonally at the cost of 3 TUs.</div>TChttp://ufoai.org/w/index.php?title=Skills/High_explosives/v2.5&diff=42364Skills/High explosives/v2.52015-11-23T00:26:45Z<p>TC: Added a version navigation box</p>
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<div>{{Version navigation}}<br />
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==Official Description==<br />
The High-Explosives skill represents a soldier's ability to use grenades, and weapons with a splash damage effect (whether caused by a high-explosive ammunition or any other ammunition, even alien). <br />
A soldier with a big High-Explosives skill is better at landing the charge at the spot where he wants it: at the feet of the enemy or, if the spot is unreachable, still close enough to harm him. <br />
A soldier trained in this skill will also be more attuned to a launcher's recoil and more accustomed to its fire trajectory, increasing accuracy. <br />
<br />
Character needs to hit enemies 5 times to gain one point of this skill.<br />
<br />
===Battle Implications===<br />
Explosive weapons can damage all beings within their 'Blast Radius'. This is good if several aliens are congregated together, but bad if soldiers [or civilians] are near your target. It can also be problematic if your shot misses its target. It is a good idea for a soldier carrying an explosive weapon to have a secondary weapon for when the enemy gets too close.<br />
<br />
Several of the hand grenades do not cause damage, but create other special effects. These are listed below.<br />
<br />
Note: UFO:AI 2.3 has changed such that there are no longer '''any''' explosive weapons that are capable of reaction fire. If the ability to fire defensively is important to you, then don't use any explosive primary weapons.<br />
<br />
The Rocket Launcher is a unique weapon that deserves its own discussion.<br />
<br />
Pros:<br />
<br />
*Range. No weapon has a longer reach than the Rocket Launcher. There are only two weapons with equal range, the Sniper Rifle and the Bolter Rifle.<br />
*Accuracy. Rockets have a narrower 'spread' than any weapon on the battlefield. Only the Lasers even come close.<br />
*Firepower. HE Rockets do more damage than any other weapon available in the beginning of a campaign.<br />
<br />
Cons:<br />
<br />
*Unlike most other weapons, the Rocket Launcher does not have a magazine. You have to reload each time you pull the trigger. Carrying more than a few rockets will fill up your backpack.<br />
*The Rocket Launcher is incapable of reaction fire. Make sure some other of your soldiers cover the gunner of your Rocket Launcher from surprise attack.<br />
*The Rocket Launcher is the only weapon in the campaign that uses a two-handed hold. You can't use a Medikit, Flashbang or any other item without setting the launcher on the ground.<br />
<br />
===Weapons===<br />
====Hand Thrown====<br />
* [[Equipment/Misc/Frag Grenade|Frag Grenade]]<br />
* [[Equipment/Misc/Flashbang|Flashbang]]: Startles enemy, prevent them from reacting next turn. Good when you are surprised.<br />
* [[Equipment/Misc/Gas Grenade|Gas Grenade]]: Not really a gas, but a cloud of dust particles that attack skin to cause pain. Used to capture live aliens.<br />
* [[Equipment/Misc/Incendiary Grenade|Incendiary Grenade]]<br />
* [[Equipment/Misc/Plasma Grenade|Plasma Grenade]]<br />
* [[Equipment/Misc/Smoke Grenade|Smoke Grenade]]: This is supposed to fill an area with a cloud that breaks line of sight, but doesn't work yet. Used to approach entrenched opposition.<br />
<br />
====Launchers====<br />
* [[Equipment/Primary Weapons/Rocket Launcher|Rocket Launcher]]<br />
* [[Equipment/Primary Weapons/Grenade Launcher|Grenade Launcher]]<br />
* [[Equipment/Primary Weapons/Particle Beam Cannon|Particle Beam Cannon]] only in Unrestricted Blast mode<br />
<br />
[[Skills|Category: Skills]]</div>TChttp://ufoai.org/w/index.php?title=Talk:Skills/High_explosives&diff=42363Talk:Skills/High explosives2015-11-23T00:25:53Z<p>TC: TC moved page Talk:Skills/High explosives to Talk:Skills/High explosives/v2.5: Moved the High explosives page to a version-specific location</p>
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<div>#REDIRECT [[Talk:Skills/High explosives/v2.5]]</div>TChttp://ufoai.org/w/index.php?title=Talk:Skills/High_explosives/v2.5&diff=42362Talk:Skills/High explosives/v2.52015-11-23T00:25:53Z<p>TC: TC moved page Talk:Skills/High explosives to Talk:Skills/High explosives/v2.5: Moved the High explosives page to a version-specific location</p>
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<div>That would be too verbose and is mainly of interest to weapon tweakers:<br />
<br />
''Fire modes aided by the High-Explosives skill are either straight-line, high damage, long range explosive shots or medium damage, medium range shots or throws over obstacles, using explosive charges.''<br />
<br />
--[[User:Bandobras|Bandobras]] 11:47, 16 July 2006 (CEST)<br />
<br />
Code suggests a connection of this skill with the mind attribute, though I guess the connection is quite weak. --[[User:Bandobras|Bandobras]] 15:34, 10 September 2006 (CEST)</div>TChttp://ufoai.org/w/index.php?title=Skills/High_explosives&diff=42361Skills/High explosives2015-11-23T00:25:53Z<p>TC: TC moved page Skills/High explosives to Skills/High explosives/v2.5: Moved the High explosives page to a version-specific location</p>
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<div>#REDIRECT [[Skills/High explosives/v2.5]]</div>TChttp://ufoai.org/w/index.php?title=Talk:Skills/explosive&diff=42359Talk:Skills/explosive2015-11-23T00:25:19Z<p>TC: TC moved page Talk:Skills/explosive to Talk:Skills/High explosives: Renamed page for consistent spelling of the High explosives skill</p>
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<div>#REDIRECT [[Talk:Skills/High explosives]]</div>TChttp://ufoai.org/w/index.php?title=Skills/explosive&diff=42357Skills/explosive2015-11-23T00:25:19Z<p>TC: TC moved page Skills/explosive to Skills/High explosives: Renamed page for consistent spelling of the High explosives skill</p>
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<div>#REDIRECT [[Skills/High explosives]]</div>TChttp://ufoai.org/w/index.php?title=Skills/Close_Combat/v2.5&diff=42351Skills/Close Combat/v2.52015-11-23T00:16:23Z<p>TC: Skill progression described here disagrees with progression described on Skills/Improvement page; I think this one is wrong; deleting</p>
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<div>{{Version navigation}}<br />
<br />
==Official Description==<br />
The Close Combat skill represents a soldier's proficiency with close-ranged weapons. A soldier with a high Close Combat skill is better at aiming a pistol at a fast moving enemy, and can also wield a blade better in combat, increasing damage dealt. Fire modes affected by the Close Combat skill are always short range and have relatively low TU costs.<br />
<br />
===Battle Implications===<br />
Close Combat or Secondary weapons are useful anytime you can't or shouldn't fire your primary weapon. A typical example is when a friendly would be in the blast radius of an explosive weapon. Some players also like to use one of their soldiers as a "Corpsman" or dedicated medic. This type of character will carry the Medikit in one hand and a pistol [or other one-handed weapon] in the other. <br />
<br />
After combat has moved inside a building or ship, range becomes less important, while TU usage becomes more important. Close Combat weapons shine in such cases.<br />
<br />
===Weapons===<br />
* [[Equipment/Secondary Weapons/7.62mm Pistol|7.62mm Pistol]]<br />
* [[Equipment/Secondary Weapons/Combat Knife|Combat Knife]]<br />
* [[Equipment/Secondary Weapons/Kerrblade|Kerrblade]]<br />
* [[Equipment/Secondary Weapons/Laser Pistol|Laser Pistol]]<br />
* [[Equipment/Secondary Weapons/Machine Pistol|Machine Pistol]]<br />
* [[Equipment/Secondary Weapons/Micro Shotgun|Micro Shotgun]]<br />
* [[Equipment/Secondary Weapons/Particle Beam Pistol|Particle Beam Pistol]]<br />
* [[Equipment/Secondary Weapons/Plasma Blade|Plasma Blade]]<br />
* [[Equipment/Secondary Weapons/Plasma Pistol|Plasma Pistol]]<br />
* [[Equipment/Primary Weapons/Riot Shotgun|Riot Shotgun]]<br />
* [[Equipment/Primary Weapons/Shotgun|Shotgun]]<br />
* [[Equipment/Secondary Weapons/Stun Rod|Stun Rod]]<br />
* [[Equipment/Secondary Weapons/Submachine Gun|Submachine Gun]]<br />
<br />
Additionally, if you use the "Bludgeon" patch, then all firearms have an additional fire mode called "Bludgeon". Regardless of the weapon, bludgeon attacks always use Close Combat skill.<br />
<br />
[[Skills|Category: Skills]]</div>TChttp://ufoai.org/w/index.php?title=Talk:Skills/close&diff=42349Talk:Skills/close2015-11-23T00:12:46Z<p>TC: TC moved page Talk:Skills/close to Talk:Skills/Close Combat/v2.5</p>
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<div>#REDIRECT [[Talk:Skills/Close Combat/v2.5]]</div>TChttp://ufoai.org/w/index.php?title=Talk:Skills/Close_Combat/v2.5&diff=42348Talk:Skills/Close Combat/v2.52015-11-23T00:12:46Z<p>TC: TC moved page Talk:Skills/close to Talk:Skills/Close Combat/v2.5</p>
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<div>I assume close combat is useful to have as a secondary ability, to increase stun rod efficiency and to have something to fall back on on prolonged missions where ammunition becomes a factor.<br />
<br />
--[[User:BTAxis|BTAxis]] 12:58, 15 July 2006 (CEST)<br />
<br />
You mean melee? Yes, all you say is true. But close combat is also blade throwing and pistol use. These are one-handed and so essential for protection when you e.g. throw grenades with the other hand or use medikit, IR, mines, etc. Pistols (especially akimbo) are quite effective close- to middle-range weapons for urban settings. Essential for any soldier with heavy weapons that enters a building or is ambushed from behind (though some may choose two-handed sidearms (they fit into the holser, but use other skill!) for increased firepower ). All close skill weapons except kerrblade and stunrod fit into the holster and so are usable instantly. --[[User:Bandobras|Bandobras]] 16:23, 15 July 2006 (CEST)<br />
<br />
The code says this skill is related to speed and power attributes. I guess speed is more important, while power is more important for heavy skill. --[[User:Bandobras|Bandobras]] 15:28, 10 September 2006 (CEST)</div>TChttp://ufoai.org/w/index.php?title=Skills/close&diff=42347Skills/close2015-11-23T00:12:45Z<p>TC: TC moved page Skills/close to Skills/Close Combat/v2.5</p>
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<div>#REDIRECT [[Skills/Close Combat/v2.5]]</div>TChttp://ufoai.org/w/index.php?title=Skills&diff=42343Skills2015-11-23T00:05:21Z<p>TC: Added a version navigation page for skills</p>
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<div>Select the game version<br />
*[[Skills/v2.5]]</div>TChttp://ufoai.org/w/index.php?title=Talk:Skills&diff=42342Talk:Skills2015-11-23T00:04:08Z<p>TC: TC moved page Talk:Skills to Talk:Skills/v2.5: Moving to a version-specific location so v2.5 details can be unambiguously added to the page</p>
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<div>#REDIRECT [[Talk:Skills/v2.5]]</div>TChttp://ufoai.org/w/index.php?title=Talk:Skills/v2.5&diff=42341Talk:Skills/v2.52015-11-23T00:04:06Z<p>TC: TC moved page Talk:Skills to Talk:Skills/v2.5: Moving to a version-specific location so v2.5 details can be unambiguously added to the page</p>
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<div>==Gory Details about Accuracy==<br />
<br />
The formula for weapon accuracy is the only one not strictly linear:<br />
<br />
<pre><br />
GET_ACC( ab, sk ) <br />
((1.5 - (float)(ab)/MAX_SKILL) * pow(0.8, (sk)/50) )<br />
</pre><br />
<br />
where ab is the basic attribute (e.g., accuracy), sk is weapon skill (e.g. sniper weapon skill), MAX_SKILL is 256, pow(b,p) is b to power p. By the GET_ACC value one multiplies the spread angles that indicate how much off target the shot goes. Therefore the higher GET_ACC, the worse accuracy.<br />
<br />
Let ab = 100 and sk = 50; then GET_ACC( ab, sk ) = 0.89. Let ab = 50 and sk = 100; then GET_ACC( ab, sk ) = 0.83. This indicates that weapon skill has bigger impact, as expected.<br />
<br />
== Pilots ==<br />
<br />
Is possible add [planned] pilot skills here too ?</div>TChttp://ufoai.org/w/index.php?title=Skills/armor_protection&diff=42336Skills/armor protection2015-11-22T23:12:46Z<p>TC: TC moved page Skills/armor protection to Skills/Armour protection: In-game spelling is the British "armour", not the American "armor"; renaming page for consistency</p>
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<div>#REDIRECT [[Skills/Armour protection]]</div>TChttp://ufoai.org/w/index.php?title=Skills/Armour_protection&diff=42335Skills/Armour protection2015-11-22T23:12:45Z<p>TC: TC moved page Skills/armor protection to Skills/Armour protection: In-game spelling is the British "armour", not the American "armor"; renaming page for consistency</p>
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<div>Armour Protection (AP) is the rating of your soldier's armour. It reduces the damage they recieve when hit.</div>TChttp://ufoai.org/w/index.php?title=Manual/Singleplayer/Time_Units/v2.5&diff=42334Manual/Singleplayer/Time Units/v2.52015-11-22T23:01:20Z<p>TC: spelling</p>
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<div>{{Version navigation}}<br />
<br />
''Time units'' represent the time required to perform actions during combat. Every action has a cost, measured in time units, and every character has a pool of time units to spend performing actions during each combat round.<br />
<br />
Most actions have a fixed cost in time units. For instance, moving an item out of the backpack always costs 5 time units.<sup>[Confirmation required]</sup> Movement costs are normally fixed, but are increased for individual soldiers with leg [[Manual/Singleplayer/Wounds|wounds]].<sup>[Confirmation required]</sup><br />
<br />
The number of time units available for each character to spend during a turn depends on that character's [[Skills/speed|speed]] and [[Manual/Singleplayer/Encumbrance|encumbrance]].<sup>[Confirmation required]</sup> At the start of each round, each character's pool of time units is reset to its maximum. Unused time units from the previous turn are not carried over. As the turn progresses, every action performed by the character will deduct the corresponding number of time units from the character's pool of time units. That pool may never fall below 0; if the pool doesn't contain enough time units to perform an action, the character will be unable to perform that action until the next round.<br />
<br />
To assist the player at managing time units, the user interface allows the player to reserve time units for shooting, [[reaction fire|reaction fire]], and crouching. By reserving time units for one or more of these actions, the player can deplete the rest of the time unit pool with confidence that there will sufficient time units remaining at the end of the turn to execute the action for which time units were reserved.<br />
<br />
The time unit pool is represented by the first bar in the center of the soldier status window. The number and the blue bar indicate the number of time units remaining in the pool. The green bar indicates the number of time units reserved.</div>TChttp://ufoai.org/w/index.php?title=Template:Version_navigation&diff=42333Template:Version navigation2015-11-22T22:57:50Z<p>TC: Formatted the version navigation box a little differently; added support for v2.6</p>
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<div>{| class="ufotable" style="float:right"<br />
!This article is specific to {{{version|{{SUBPAGENAME}}}}}<br />
<small>Other verisons:<br><br />
[[{{BASEPAGENAME}}/v2.2|2.2]] &middot; [[{{BASEPAGENAME}}/v2.3|2.3]] &middot; [[{{BASEPAGENAME}}/v2.4|2.4]] &middot; [[{{BASEPAGENAME}}/v2.5|2.5]] &middot; [[{{BASEPAGENAME}}/v2.6|2.6]]<br />
</small><br />
|}<noinclude><br />
==Description==<br />
Allow to navigate around pages according to game version.<br />
<br />
The page name must look like Fooo/Barrr/v2.3<br />
<br />
</noinclude></div>TChttp://ufoai.org/w/index.php?title=Manual:Summary&diff=42332Manual:Summary2015-11-22T22:36:28Z<p>TC: Grammar and spelling</p>
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<div>== UFO:Alien Invasion 2.4 user manual==<br />
<br />
{|-<br />
|<font style="font-size:150%;">Installation</font><br />
|-<br />
|<br />
* [[Manual:Installation on Windows|Installation on Windows]]<br />
* [[Manual:Installation on Linux|Installation on Linux]]<br />
* [[Compile_for_Mac|Installation on MacOSX]]<br />
|-<br />
|<font style="font-size:150%;">Main menu</font><br />
|-<br />
|<br />
* [[Manual:Options|Configuring the game]]<br />
* [[Manual:Singleplayer|Starting a single player game]]<br />
* [[Manual:Multiplayer|Starting a multiplayer game]]<br />
|-<br />
|<font style="font-size:150%;">Campaign</font><br />
|-<br />
|<br />
* [[Manual:Singleplayer/Introduction|Introduction]]<br />
* [[Manual:Singleplayer/Geoscape|The Geoscape]]<br />
* [[Manual/Singleplayer/Base|Building a PHALANX base]]<br />
* [[Manual:Singleplayer/External installations|Building external installations]]<br />
* [[Manual:Singleplayer/Hire & Fire|Hiring and firing employees]]<br />
* [[Manual/Singleplayer/Research|Running researches]]<br />
* [[Manual:Singleplayer/Equipment|Buying, selling and producing equipment]]<br />
* [[Manual:Singleplayer/Aircraft|Equipping aircraft]]<br />
* [[Manual:Singleplayer/Equip Soldiers|Equipping soldiers]]<br />
* [[Manual:Singleplayer/Interception & Ground Missions|Intercepting UFOs, ordering ground missions]]<br />
* [[Manual:Singleplayer/Ufopedia|The Ufopedia]]<br />
* [[Manual:Singleplayer/Statistics|Efficiency and funding statistics]]<br />
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|-<br />
|<font style="font-size:150%;">Ground missions and skirmishes</font><br />
|-<br />
|<br />
* [[Manual/Singleplayer/Battlescape|The battlescape]]<br />
* [[Manual/Singleplayer/Moving your Forces|Moving your forces]]<br />
* [[Manual/Singleplayer/Spotting enemies|Spotting enemies]]<br />
* [[Manual:Singleplayer/Firing|Opening fire]]<br />
* [[reaction fire|Reaction fire]]<br />
* [[Manual:Singleplayer/Inventory|Handle equipment in combat]]<br />
* [[Manual:Singleplayer/Moral|Psychologic battle]]<br />
|-<br />
|<font style="font-size:150%;">Appendix</font><br />
|-<br />
|<br />
* [[Manual:Troubleshooting|Troubleshooting]]<br />
* [[Manual:FAQ|FAQ - Frequently Asked Questions]]<br />
|}<br />
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[[Category:Manual]]</div>TChttp://ufoai.org/w/index.php?title=Manual:Singleplayer/Aircraft&diff=42330Manual:Singleplayer/Aircraft2015-11-22T22:33:11Z<p>TC: Grammar: aircraft is the plural of aircraft</p>
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<div>{{NAV/TheBase}}<br />
=Equiping aircraft=<br />
We need to react quickly to counter the alien menace and pursuing them with aircraft is the simplest way to defend a large zone in a short time.<br />
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Once hangars are set in your base, clicking on one of them will bring you to the aircraft screen. All the aircrafts in the base are listed on the top left window. The top right one shows the selected aircraft.<br />
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==Equipment==<br />
The aircrafts selected for the PHALANX project can handle more or less weapons, equipments and armor extensions.<br />
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The bottom left window shows the equipment available in storage stored by category.<br />
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When weapons are listed the aircraft view will show the available emplacements with the currently equiped weapon if any. Clicking on an emplacement will show its state in the bottom right window. Replace the weapon by assigning a new one.<br />
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It will take some time to remove the mounted weapon and to attach the new one. If the weapon you selected has different kind of ammunitions check which one will be loaded and change them in the ammunition category.<br />
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As for weapons the aircraft can board some extensions. Select them and order mounting them in dedicated slots the same way as weapons.<br />
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Finally the regular armor can be reinforced with a single extension.<br />
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The effectiveness and lifetime of your interceptors will greatly depend on the equipment set. Choose them wisely.<br />
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==Pilot==<br />
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The aircraft must be operated by confirmed pilots. Don't forget to hire some and assign them to an aircraft.<br />
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The box next to the pilot name shows its assignment. If the box is grey the pilot is already affected to an other aircraft, if empty it can be assigned to the selected one.<br />
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==Soldiers==<br />
See also [[Manual/Singleplayer/Equip Soldiers]].<br />
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Probably the most important sub-menu here is "Equip Aircraft". A click brings up a screen which allows you to choose which soldiers to assign to your selected aircraft. Obviously this is quite important when it comes to your dropship. A standard dropship offers place for 8 soldiers and there are only very few reasons not to use all of them. In order to choose the best soldiers for an upcoming mission you are provided with an picture of your selected character and his / her statistics. A simple click on the "X" or$\surd$ assigns or discards the selected soldier from the current ship (which can be changed using the screen in the lower right). By the way: if you are unhappy with the names of your fighters you may change them using the "edit" button in the upper right, just next to current soldiers name.<br />
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Also please notice that while you can assign one soldier to an interceptor ship, this wont do any good. Unless of course you decide to land on a mission-site with just this one soldier. Once you made your decision of whom to take to battlefield, confirm your selection using the button in the very bottom right corner (you can re-do your selection as often as you want as long as the ship in question hasn't left the base) which brings up the inventory screen.<br />
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Here you can equip your soldiers for their upcoming missions. The different sections of this screen should be quite self-explanatory, nevertheless we will comment some of its basic features. In the upper left you see all soldiers assigned to the current aircraft. On the opposite, left, side of the screen you see the soldier with his/her inventory. The amount of space an item requires is represented by the number of "squares" covered. The biggest part of the screen is used by your base's item stock. In order to make it easier to use the large amount of items, you can choose one of 4 categories (primary/secondary/misc/armour) to be displayed here. You can drag and drop items from the base's stock to the inventory of your soldiers and vice versa. Weapons shown with a red background lack the required ammo and aren't usable. You may equip them anyway but unless you get the corresponding ammunition from somewhere else they won't be of any use. In order to assist you in your task to equip every soldier with a weapon that he can handle effectively, the lower left shows the soldiers statistics (for details on stats please refer to the appendix or ufopedia). Please keep in mind that some weapons utilise two weapon proficiencies depending on the chosen firemode. Alternatively to the soldiers stats window you can change this to an object details view which presents the basic stats (one/two handed, round per clip, firemodes, damage, etc.) of an item. For details on damage and firemodes of a weapon you need to view the details of the corresponding clip / ammunition as some weapons can be equipped with different types of ammo. A simple click on the arrow symbol in the very bottom right corner confirms your selections and gets you back to the aircraft screen.<br />
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[[Category:Manual]]<br />
[[Category:Base]]</div>TChttp://ufoai.org/w/index.php?title=Skills/time_units&diff=42328Skills/time units2015-11-22T22:19:10Z<p>TC: This is a redundant Time Units page; redirecting it to the more complete version</p>
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<div>#REDIRECT [[Manual/Singleplayer/Time Units]]</div>TChttp://ufoai.org/w/index.php?title=Manual/Singleplayer/Time_Units&diff=42325Manual/Singleplayer/Time Units2015-11-22T22:08:52Z<p>TC: </p>
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<div>Select the game version<br />
*[[Manual/Singleplayer/Time Units/v2.4]]<br />
*[[Manual/Singleplayer/Time Units/v2.5]]</div>TChttp://ufoai.org/w/index.php?title=Manual/Singleplayer/Time_Units/v2.3&diff=42324Manual/Singleplayer/Time Units/v2.32015-11-22T22:08:34Z<p>TC: Page was created by mistake, but there is no delete button; clearing inappropriate redirect</p>
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<div></div>TChttp://ufoai.org/w/index.php?title=Manual/Singleplayer/Time_Units/v2.4&diff=42323Manual/Singleplayer/Time Units/v2.42015-11-22T22:06:48Z<p>TC: Added version navigation box</p>
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<div>{{Version navigation}}<br />
<br />
Combat in UFO:AI is executed in rounds. During each round all units on the map controlled by the active player can perform actions. Time Units (TUs) determine how many actions a character can perform in any given round.<br />
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The number of TUs allocated to each character is depending on his speed skill. They are indicated as the blue bar in your soldiers status window.<br />
At the start of each round the TU pool for each character model is reseted. Every action of the character will spend these TUs until his TU pool is depleted and the character can’t perform any actions until the next round.<br />
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It is possible to reserve TU. This can be useful to ensure that on a later point in the same round your character still has enough TUs left to shoot his weapon. Or TUs can be saved for [[Manual/Singleplayer/Reaction Fire|Reaction Fire]] which basically enables your character to spend these saved TUs during the enemies round.<br />
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So remember: always watch your TUs, because a soldier who’s unable to move quickly becomes a dead soldier (never going to move ever again).</div>TChttp://ufoai.org/w/index.php?title=Talk:Skills/Improvement&diff=28073Talk:Skills/Improvement2010-08-06T22:59:01Z<p>TC: moved Talk:Skills/Improvement to Talk:Skills/Improvement/v2.3:&#32;Split the Improvement page into two pages to document v2.2 and v2.3 separately.</p>
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<div>#REDIRECT [[Talk:Skills/Improvement/v2.3]]</div>TChttp://ufoai.org/w/index.php?title=Talk:Skills/Improvement/v2.3&diff=28072Talk:Skills/Improvement/v2.32010-08-06T22:59:01Z<p>TC: moved Talk:Skills/Improvement to Talk:Skills/Improvement/v2.3:&#32;Split the Improvement page into two pages to document v2.2 and v2.3 separately.</p>
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<div>Mind improvement by killing?</div>TC