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		<title>XcomUtil</title>
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		<updated>2022-06-11T02:20:50Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* What is XcomUtil? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [https://www.bladefirelight.com/xcomutil/xcomutil-downlaod/ www.bladefirelight.com/xcomutil/xcomutil-downlaod/] or [https://sites.google.com/site/bladefirelight/ sites.google.com/site/bladefirelight/] or &lt;br /&gt;
[http://web.archive.org/web/20181117131803/https://sites.google.com/site/bladefirelight/download/XcomUtil%209.7.zip here].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration (see also [[Known Bugs#XComUtil Inventory Stacking Bug|Inventory Stacking Bug]]).&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]] ([[Dye Grenade]] rebalancing only available in 9.7, for earlier use [http://www.strategycore.co.uk/files/dye-grenade-fix/ Dye Grenade Fix]).&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Has an option to fix TFTD research bugs.&lt;br /&gt;
*Has an option to restore old pre-1.4 Enemy Unknown sounds (9.7 only, for earlier use the [http://www.strategycore.co.uk/files/ufo-voices-patch-dos-ce-version/ Voices Patch]).&lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat.&lt;br /&gt;
*Option to fix research tree bugs in TFTD thanks to integration of Blade&#039;s [http://www.xcomufo.com/forums/index.php?showtopic=8742 Research Bug Fixer] (9.7 only, for earlier use [https://chomikuj.pl/grzegorj/Gry/UFO+-+X-Com/UFO+2+TFTD/poprawki/tftdresfix,2066950976.zip(archive) an earlier version] of the fixer, hack the fixer included in 9.7 into earlier versions of XComUtil by downloading a copy of 9.7 and finding it&#039;s &#039;&#039;ResFix.exe&#039;&#039; inside the \bin folder, copying the exe to the location of xcomutil and adding it to the &#039;&#039;xcuhook4.bat&#039;&#039;; compatibility not guaranteed, or use the old fashioned [[TRTBAG]]).&lt;br /&gt;
*Offers a fix for the [[Known Bugs#Base Disjoint Bug|Base Disjoint Bug]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Option to fix a number of bugs in maps, terrain and routes (9.7 only, for earlier use [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ UFO Combo Patch] and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ TFTD USO Routes Fix] + [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix]).&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
You can also hack support for this into XcomUtil Undo (see Original Ships) by adding the following under &amp;lt;code&amp;gt;:nosrvy&amp;lt;/code&amp;gt; in &#039;&#039;xcuundo.bat&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::::: Restore X-COM Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the X-COM bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noxbase&lt;br /&gt;
copy maps\xbase_**.xcu maps\xbase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\xbases**.xcu maps\xbases**.map &amp;gt;nul&lt;br /&gt;
:noxbase&lt;br /&gt;
&lt;br /&gt;
::::: Restore Alien Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the Alien bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noabase&lt;br /&gt;
copy maps\ubase_**.xcu maps\ubase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\a_base**.xcu maps\a_base**.map &amp;gt;nul&lt;br /&gt;
:noabase&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [https://web.archive.org/web/20070819193746/http://freelancer.ag.ru/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=108509</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=108509"/>
		<updated>2022-06-11T02:16:47Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* XcomUtil&amp;#039;s features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com] or [https://sites.google.com/site/bladefirelight/ sites.google.com/site/bladefirelight/] or &lt;br /&gt;
[http://web.archive.org/web/20181117131803/https://sites.google.com/site/bladefirelight/download/XcomUtil%209.7.zip here].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration (see also [[Known Bugs#XComUtil Inventory Stacking Bug|Inventory Stacking Bug]]).&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]] ([[Dye Grenade]] rebalancing only available in 9.7, for earlier use [http://www.strategycore.co.uk/files/dye-grenade-fix/ Dye Grenade Fix]).&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Has an option to fix TFTD research bugs.&lt;br /&gt;
*Has an option to restore old pre-1.4 Enemy Unknown sounds (9.7 only, for earlier use the [http://www.strategycore.co.uk/files/ufo-voices-patch-dos-ce-version/ Voices Patch]).&lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat.&lt;br /&gt;
*Option to fix research tree bugs in TFTD thanks to integration of Blade&#039;s [http://www.xcomufo.com/forums/index.php?showtopic=8742 Research Bug Fixer] (9.7 only, for earlier use [https://chomikuj.pl/grzegorj/Gry/UFO+-+X-Com/UFO+2+TFTD/poprawki/tftdresfix,2066950976.zip(archive) an earlier version] of the fixer, hack the fixer included in 9.7 into earlier versions of XComUtil by downloading a copy of 9.7 and finding it&#039;s &#039;&#039;ResFix.exe&#039;&#039; inside the \bin folder, copying the exe to the location of xcomutil and adding it to the &#039;&#039;xcuhook4.bat&#039;&#039;; compatibility not guaranteed, or use the old fashioned [[TRTBAG]]).&lt;br /&gt;
*Offers a fix for the [[Known Bugs#Base Disjoint Bug|Base Disjoint Bug]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Option to fix a number of bugs in maps, terrain and routes (9.7 only, for earlier use [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ UFO Combo Patch] and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ TFTD USO Routes Fix] + [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix]).&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
You can also hack support for this into XcomUtil Undo (see Original Ships) by adding the following under &amp;lt;code&amp;gt;:nosrvy&amp;lt;/code&amp;gt; in &#039;&#039;xcuundo.bat&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::::: Restore X-COM Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the X-COM bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noxbase&lt;br /&gt;
copy maps\xbase_**.xcu maps\xbase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\xbases**.xcu maps\xbases**.map &amp;gt;nul&lt;br /&gt;
:noxbase&lt;br /&gt;
&lt;br /&gt;
::::: Restore Alien Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the Alien bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noabase&lt;br /&gt;
copy maps\ubase_**.xcu maps\ubase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\a_base**.xcu maps\a_base**.map &amp;gt;nul&lt;br /&gt;
:noabase&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [https://web.archive.org/web/20070819193746/http://freelancer.ag.ru/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Sherlock&amp;diff=108508</id>
		<title>User talk:Sherlock</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Sherlock&amp;diff=108508"/>
		<updated>2022-06-11T01:58:35Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Problems with your TFTD route fixes==&lt;br /&gt;
&lt;br /&gt;
Not sure if you still post here, but for your and anyone else&#039;s benefit:&lt;br /&gt;
&lt;br /&gt;
1) The game appears to have a limit of 256 waypoints (or thereabouts), and the second phase of TFTD colonies already hit that limit (the last few modules are typically devoid of waypoints). Adding more waypoints worsens this significantly, to the point where it&#039;s not implausible for one or even both entry points to be affected (the latter would dump all X-Com personnel into alien spawn points).&lt;br /&gt;
&lt;br /&gt;
2) The game&#039;s spawning algorithm doesn&#039;t seem to handle large numbers of spawn points very well; once it decides what spawn points are available for a unit, it seems to only roll among the first 50 or so (might even be less). This is already an issue in vanilla for TFTD colonies (since most of those 250-odd waypoints are assigned as alien soldier spawn points), resulting in all the aliens except the commanders being in the far north of the map. I have seen a report, however, of your fixes hitting something like this in other missions and putting most/all of the aliens outside their craft (reducing difficulty). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:13, 19 August 2020 (UTC)&lt;br /&gt;
:It&#039;s probably worth adding that there are two other resource patch sets for TFTD in addition to Sherlock&#039;s; the [https://openxcom.org/downloads-extras/ official OpenXcom &amp;quot;Universal&amp;quot; patches for UFO &amp;amp; TFTD] and a special [https://openxcom.org/forum/index.php?topic=4128.0 TFTD &amp;quot;Combo&amp;quot; Patch also for OpenXcom]. A post [https://openxcom.org/forum/index.php/topic,4128.msg100995.html#msg100995 here] mentions 3 files that overlap between the two OpenXcom patches, and from my own investigations, comparing Sherlock&#039;s patch to the Universal Patch shows that the following files differ; &#039;&#039;ENTRY03.MAP&#039;&#039;, &#039;&#039;GRUNGE08.MAP&#039;&#039;, &#039;&#039;GRUNGE09.MAP&#039;&#039; and &#039;&#039;TRITON.RMP&#039;&#039;. Now comparing Sherlock&#039;s patch to the Combo Patch shows all these files differ; &#039;&#039;A_BASE00.MAP&#039;&#039;, &#039;&#039;A_BASE01.MAP&#039;&#039;, &#039;&#039;ALART07.MAP&#039;&#039;, &#039;&#039;ALART10.MAP&#039;&#039;, &#039;&#039;ENTRY03.MAP&#039;&#039;, &#039;&#039;ENTRY04.MAP&#039;&#039;, &#039;&#039;ENTRY05.MAP&#039;&#039;, &#039;&#039;ENTRY07.MAP&#039;&#039;, &#039;&#039;ENTRY08.MAP&#039;&#039;, &#039;&#039;GRUNGE08.MAP&#039;&#039;, &#039;&#039;GRUNGE09.MAP&#039;&#039;, &#039;&#039;A_BASE00.RMP&#039;&#039;, &#039;&#039;A_BASE01.RMP&#039;&#039;, &#039;&#039;ALART03.RMP&#039;&#039;, &#039;&#039;CARGO00.RMP&#039;&#039;, &#039;&#039;ENTRY03.RMP&#039;&#039;, &#039;&#039;ENTRY04.RMP&#039;&#039;, &#039;&#039;ENTRY05.RMP&#039;&#039;, &#039;&#039;ENTRY07.RMP&#039;&#039;, &#039;&#039;ENTRY08.RMP&#039;&#039;, &#039;&#039;GRUNGE07.RMP&#039;&#039;, &#039;&#039;GRUNGE08.RMP&#039;&#039; and &#039;&#039;GRUNGE09.RMP&#039;&#039;. It&#039;s probably also worth noting that Sherlock&#039;s patch is not only the only one of the three that incorporates the USO routes fix found in the StrategyCore files section, but also attempts to improve upon them. The Universal patch for UFO, based on both my own investigations and on [https://openxcom.org/forum/index.php/topic,3552.msg42519.html#msg42519 this post], is based largely on Zombie&#039;s UFO Combo patch combined the official 1.2/1.3 patch&#039;s included resource fixes + several other OpenXcom specific fixes. Now the good news is the files Sherlock&#039;s UFO routes fixes overwrite aren&#039;t different between Zombie&#039;s Combo patch and the Universal patch, so they should be applicable to the Universal patch in theory. Unfortunately, I don&#039;t know if the Universal patch is compatible with the original DOS &amp;amp; CE versions of the game since all references on the OpenXcom Extras page say you should use StrategyCore&#039;s patches instead. Even though OpenXcom seems to have largely superseded everyone using the CE or DOS version in DOSBox, I still do hope that a true universal patch set for both games that works on both classic exes and OpenXcom can be developed one day. [[3371-Alpha]] ([[Talk:3371-Alpha|Talk]]) 03:01, 11 June 2022 (CEST)&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=108507</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=108507"/>
		<updated>2022-06-11T01:23:30Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: fixing some links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com] or [https://sites.google.com/site/bladefirelight/ sites.google.com/site/bladefirelight/] or &lt;br /&gt;
[http://web.archive.org/web/20181117131803/https://sites.google.com/site/bladefirelight/download/XcomUtil%209.7.zip here].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration (see also [[Known Bugs#XComUtil Inventory Stacking Bug|Inventory Stacking Bug]]).&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]] ([[Dye Grenade]] rebalancing only available in 9.7, for earlier use [http://www.strategycore.co.uk/files/dye-grenade-fix/ Dye Grenade Fix]).&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Has an option to fix TFTD research bugs.&lt;br /&gt;
*Has an option to restore old pre-1.4 Enemy Unknown sounds (9.7 only, for earlier use the [http://www.strategycore.co.uk/files/ufo-voices-patch-dos-ce-version/ Voices Patch]).&lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat.&lt;br /&gt;
*Option to fix research tree bugs in TFTD thanks to integration of Blade&#039;s [http://www.xcomufo.com/forums/index.php?showtopic=8742 Research Bug Fixer] (9.7 only, for earlier use [https://chomikuj.pl/grzegorj/Gry/UFO+-+X-Com/UFO+2+TFTD/poprawki/tftdresfix,2066950976.zip(archive) an earlier version], hack the fixer included in 9.7 into earlier versions of XComUtil by downloading a copy of 9.7 and finding it&#039;s &#039;&#039;ResFix.exe&#039;&#039; inside the \bin folder, copying the exe to the location of xcomutil and adding it to the &#039;&#039;xcuhook4.bat&#039;&#039;; compatibility not guaranteed, or use the old fashioned [[TRTBAG]]).&lt;br /&gt;
*Offers a fix for the [[Known Bugs#Base Disjoint Bug|Base Disjoint Bug]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Option to fix a number of bugs in maps, terrain and routes (9.7 only, for earlier use [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ UFO Combo Patch] and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ TFTD USO Routes Fix] + [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix]).&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
You can also hack support for this into XcomUtil Undo (see Original Ships) by adding the following under &amp;lt;code&amp;gt;:nosrvy&amp;lt;/code&amp;gt; in &#039;&#039;xcuundo.bat&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::::: Restore X-COM Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the X-COM bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noxbase&lt;br /&gt;
copy maps\xbase_**.xcu maps\xbase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\xbases**.xcu maps\xbases**.map &amp;gt;nul&lt;br /&gt;
:noxbase&lt;br /&gt;
&lt;br /&gt;
::::: Restore Alien Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the Alien bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noabase&lt;br /&gt;
copy maps\ubase_**.xcu maps\ubase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\a_base**.xcu maps\a_base**.map &amp;gt;nul&lt;br /&gt;
:noabase&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [https://web.archive.org/web/20070819193746/http://freelancer.ag.ru/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Sherlock&amp;diff=108505</id>
		<title>User talk:Sherlock</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Sherlock&amp;diff=108505"/>
		<updated>2022-06-11T01:01:56Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Problems with your TFTD route fixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Problems with your TFTD route fixes==&lt;br /&gt;
&lt;br /&gt;
Not sure if you still post here, but for your and anyone else&#039;s benefit:&lt;br /&gt;
&lt;br /&gt;
1) The game appears to have a limit of 256 waypoints (or thereabouts), and the second phase of TFTD colonies already hit that limit (the last few modules are typically devoid of waypoints). Adding more waypoints worsens this significantly, to the point where it&#039;s not implausible for one or even both entry points to be affected (the latter would dump all X-Com personnel into alien spawn points).&lt;br /&gt;
&lt;br /&gt;
2) The game&#039;s spawning algorithm doesn&#039;t seem to handle large numbers of spawn points very well; once it decides what spawn points are available for a unit, it seems to only roll among the first 50 or so (might even be less). This is already an issue in vanilla for TFTD colonies (since most of those 250-odd waypoints are assigned as alien soldier spawn points), resulting in all the aliens except the commanders being in the far north of the map. I have seen a report, however, of your fixes hitting something like this in other missions and putting most/all of the aliens outside their craft (reducing difficulty). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:13, 19 August 2020 (UTC)&lt;br /&gt;
:It&#039;s probably worth adding that there are two other resource patch sets for TFTD in addition to Sherlock&#039;s; the [https://openxcom.org/downloads-extras/ official OpenXcom &amp;quot;Universal&amp;quot; patches for UFO &amp;amp; TFTD] and a special [https://openxcom.org/forum/index.php?topic=4128.0 TFTD &amp;quot;Combo&amp;quot; Patch also for OpenXcom]. A post [https://openxcom.org/forum/index.php/topic,4128.msg100995.html#msg100995 here] mentions 3 files that overlap between the two OpenXcom patches, and from my own investigations, comparing Sherlock&#039;s patch to the Universal Patch shows that the following files differ; &#039;&#039;ENTRY03.MAP&#039;&#039;, &#039;&#039;GRUNGE08.MAP&#039;&#039;, &#039;&#039;GRUNGE09.MAP&#039;&#039; and &#039;&#039;TRITON.RMP&#039;&#039;. Now comparing Sherlock&#039;s patch to the Combo Patch shows all these files differ; &#039;&#039;A_BASE00.MAP&#039;&#039;, &#039;&#039;A_BASE01.MAP&#039;&#039;, &#039;&#039;ALART07.MAP&#039;&#039;, &#039;&#039;ALART10.MAP&#039;&#039;, &#039;&#039;ENTRY03.MAP&#039;&#039;, &#039;&#039;ENTRY04.MAP&#039;&#039;, &#039;&#039;ENTRY05.MAP&#039;&#039;, &#039;&#039;ENTRY07.MAP&#039;&#039;, &#039;&#039;ENTRY08.MAP&#039;&#039;, &#039;&#039;GRUNGE08.MAP&#039;&#039;, &#039;&#039;GRUNGE09.MAP&#039;&#039;, &#039;&#039;A_BASE00.RMP&#039;&#039;, &#039;&#039;A_BASE01.RMP&#039;&#039;, &#039;&#039;ALART03.RMP&#039;&#039;, &#039;&#039;CARGO00.RMP&#039;&#039;, &#039;&#039;ENTRY03.RMP&#039;&#039;, &#039;&#039;ENTRY04.RMP&#039;&#039;, &#039;&#039;ENTRY05.RMP&#039;&#039;, &#039;&#039;ENTRY07.RMP&#039;&#039;, &#039;&#039;ENTRY08.RMP&#039;&#039;, &#039;&#039;GRUNGE07.RMP&#039;&#039;, &#039;&#039;GRUNGE08.RMP&#039;&#039; and &#039;&#039;GRUNGE09.RMP&#039;&#039;. The Universal patch for UFO on the other hand, based on both my own investigations and on [https://openxcom.org/forum/index.php/topic,3552.msg42519.html#msg42519 this post], is based largely on Zombie&#039;s UFO Combo patch combined the official 1.2/1.3 patch&#039;s included resource fixes + several other OpenXcom specific fixes. Now the good news is the files Sherlock&#039;s UFO routes fixes overwrite aren&#039;t different between Zombie&#039;s Combo patch and the Universal patch, so they should be applicable to the Universal patch in theory. Unfortunately, I don&#039;t know if the Universal patch is compatible with the original DOS &amp;amp; CE versions of the game since all references on the OpenXcom Extras page say you should use StrategyCore&#039;s patches instead. Even though OpenXcom seems to have largely superseded everyone using the CE or DOS version in DOSBox, I still do hope that a true universal patch set for both games that works on both classic exes and OpenXcom can be developed one day. [[3371-Alpha]] ([[Talk:3371-Alpha|Talk]]) 03:01, 11 June 2022 (CEST)&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=87086</id>
		<title>Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=87086"/>
		<updated>2018-07-03T17:22:15Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Base Construction Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Construction Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
Base facilities built along the right or bottom edges of the base building area may end up being cut off from each other by dirt walls, a bug in the routine meant to keep soldiers from accidentally exiting the map edges during [[Base Defence]] missions. The dirt walls can be knocked down by Blaster Bombs or excessive amount of heavy plasma fire during combat but are otherwise unbreakable. &lt;br /&gt;
&lt;br /&gt;
[[image:bdb.gif|center|Base Disjoint Bug]]&lt;br /&gt;
&lt;br /&gt;
The walls marked in white are removed if there is an adjacent module. All green modules are not affected while the yellow modules are. The red module will be sealed off completely if anything smaller than a hangar is placed here at any given time. &lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] works around this problem by stripping out the walls entirely in all the base modules.&lt;br /&gt;
&lt;br /&gt;
The bug can be profitable if the hangars and the lift are accessible only through in these areas - you can gather and supply all your soldiers heavily without aliens interfering, then knock a hole in the wall and cover the area with explosives and blaster launcher fire.&lt;br /&gt;
&lt;br /&gt;
===Displayed Base Maintenance Costs===&lt;br /&gt;
Although X-COM charges the right monthly fees for base modules, the maintenance fee displayed &#039;&#039;in the base info screen&#039;&#039; is always wrong. The displayed number is actually based on the placement within the base grid, &#039;&#039;&#039;not&#039;&#039;&#039; the price displayed in the in-game UFOpaedia. However, at the end of the month, the right fee is deducted. For more information, see [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]]. The Geo finance Graph shows a correct maintenance summary ([[LIGLOB.DAT]], updated once a month). Also see the next section.&lt;br /&gt;
&lt;br /&gt;
===Paying For Dirt===&lt;br /&gt;
If you take down any facility in any base that you own and leave bare dirt, then you will continue to pay maintenance on it. But not at the old rate of whatever the facility cost per month, filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay 80k per month. Thats 320k per hangar you take down. There are only two known ways to stop paying this premium - if you completely dismantle the base you stop paying any money for it, or if you build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete.&lt;br /&gt;
&lt;br /&gt;
It is also possible to stop the 80k per month charge by hex editing the base.dat file in the save game.  If you change the byte that indicates the number of days until the destroyed module from 00 to ff, you no longer pay for the dirt.&lt;br /&gt;
&lt;br /&gt;
If you start a facility and change your mind before it is complete, after the time when it would have completed you will start paying this 80k premium on that land as well.&lt;br /&gt;
&lt;br /&gt;
Note that this also applies to facilities that have been destroyed due to battle damage in [[Base Defence]] missions. If you have lost a facility in a base defence mission and you cannot afford to replace the original facility, consider building something cheap here to keep down this bug.&lt;br /&gt;
&lt;br /&gt;
===Base Facility Dismantle-Construction Crash===&lt;br /&gt;
In the Collectors Edition version, dismantling a facility while its construction is in progress can cause a crash when a second facility on another base square completes its construction.  To work around this, dismantle a facility only after its construction is complete.  If you have already dismantled such a facility, build something like a general stores on the same square to avoid the crash.  It is not known if this crash happens intermittently or always, or if it happens on most versions of the game or just the Collectors Edition.&lt;br /&gt;
&lt;br /&gt;
===Radar Stacking===&lt;br /&gt;
Despite the &amp;quot;Short Range&amp;quot; and &amp;quot;Long Range&amp;quot; detection bars displayed on each base&#039;s Information screen, only one radar of each type will be used at each base. Building additional radars of the same type will have no effect. One short and one long are useful until the [[Hyper-wave Decoder|Hyper-Wave Decoder]] makes both of them obsolete.&lt;br /&gt;
&lt;br /&gt;
===Phantom Radar===&lt;br /&gt;
When you dismantle detection equipment such as a radar or hyperwave detector, the related detection ability of the base does not decrease until a new facility of some kind is built in that base. Until a new facility is completes building at that base, the base continues to use this &amp;quot;phantom radar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This bug allows you to &amp;quot;upgrade in place&amp;quot;, for example building a new Hyper-Wave Decoder over the top of an existing Large Radar, and retaining the detection capability of the Large Radar until the Hyper-Wave Decoder completes building. (Unless something else completes building first).&lt;br /&gt;
&lt;br /&gt;
===Hanger Split in Half===&lt;br /&gt;
This happens if the hanger is placed on the 6th row in the base construction screen. It wont break battlescape combat but may make certain battles unwinnable if an alien is trapped in an isolated chunk. This is caused by the game calculating the base sheet as a 1 demensional string of entries. See [http://www.strategycore.co.uk/forums/topic/11491-hangar-split-in-half/ this thread] for more info. Does not effect the CE version or TFTD.&lt;br /&gt;
&lt;br /&gt;
===Fixes for Base Construction Bugs===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, [[XcomUtil]] prevents the Base Disjoint bug (crudely). The [[User:Spike#Base_Fixer|BaseFixer]] utility corrects the Paying for Dirt, Phantom Radar, and Radar Stacking bugs. BaseFixer can be used manually on saved game files, or automatically via XcomUtil&#039;s hook mechanism.&lt;br /&gt;
&lt;br /&gt;
All these issues are also fixed by [[UFOextender]].&lt;br /&gt;
&lt;br /&gt;
==Geoscape Bugs==&lt;br /&gt;
&lt;br /&gt;
===First Radar Detection Data bug===&lt;br /&gt;
When a UFO is detected by a radar, you get certain data on it depending on the type of radar that detected it.  If the UFO later enters the range of another radar while staying in the range of the first, you will continue to get the initial data given, even if the new radar is more powerful than the first!  So if you detect a craft with a [[Small Radar System]], then the UFO moves into the range of a [[Hyper-wave Decoder]], clicking on the UFO will only give you the data as if the Small Radar detected it, so long as it remains in the Small Radar range!  In effect, the data you get about a UFO is determined when you first detect it, and not changed after that until you lose detection on the craft with the radar that first detected it.&lt;br /&gt;
&lt;br /&gt;
This bug most commonly shows up when a UFO is first detected by a patrolling aircraft and then remains in the range of the aircraft while also entering the range of a Hyper-Wave Decoder.&lt;br /&gt;
&lt;br /&gt;
=== Minimized Interceptor Bug ===&lt;br /&gt;
One fairly consistent cause of crashes is saving the geoscape game during a UFO standoff, with a [[UFO Interception]] window minimized to an icon. The next mission after that point will likely dump you to the green text screen, and perhaps an earlier battlescape mission instead of the proper one. What it seems to do is zoom back out of the combat too far when the fight is over, eventually causing the crash once it has gone a couple of steps further than it normally allows you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Open up [[UIGLOB.DAT]] in a hex editor. Change hex offset 0x06 to 00. This will reset the number of minimized interceptor windows to zero. Your interceptor unit can be selected to either return to base or continue on to complete its ground assault mission. &#039;&#039;NOTE: Make sure to back up your save game before editing it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- I was able to recover from this state by quickly sending in another interceptor ([[Firestorm]]) to take over, which allowed my first interceptor ([[Avenger]]) to break off and go home without crashing the game again. After the shootdown I overwrote the buggy savegame. --[[User:JellyfishGreen|JellyfishGreen]] 03:11, 22 Aug 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This happened to me also. I fixed it by replacing &amp;quot;[[UIGLOB.DAT]]&amp;quot; in the save folder with the same file from another saved game (from the same campaign a month earlier) [[User:bylund|bylund]] 00:15, January 12, 2007 (GMT+01)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interceptions: Last Shot Always Misses ===&lt;br /&gt;
When using Cautious attack when [[UFO Interception|intercepting a UFO]], your craft will stay at the maximum range of your longest-range weapon.  When using Standard attack, your craft will stay at the maximum range of your shortest-range weapon.  (Usually players use two weapons of the same type, so Cautious and Standard attack will behave the same in this regard.)&lt;br /&gt;
&lt;br /&gt;
As soon as the craft fires its last shot (expending all its ammo), it will drop back to &amp;quot;Standoff&amp;quot; range (70km).  This will make it appear that the UFO has backed away while the last missile(s) are in-flight, causing them to miss.  &lt;br /&gt;
&lt;br /&gt;
In order to hit a UFO with your last salvo of missiles (Stingrays, Avalanches, or Fusion Balls), you must switch to &amp;quot;Aggressive&amp;quot; attack before the last salvo reaches the UFO.  This will cause your craft to close in with the UFO, allowing the missiles to be in range when they reach the UFO.  However, Aggressive attacks will also bring you within range of the UFO&#039;s weapons, so you should hit the &amp;quot;Disengage&amp;quot; button as soon as the last salvo hits.&lt;br /&gt;
&lt;br /&gt;
===Elerium-fueled Craft Bug===&lt;br /&gt;
A [[Skyranger]] or [[Interceptor]], once dispatched, will return to base when its fuel supply has dropped to a level that it will only have just enough fuel to return to base.  Craft fueled by Elerium-115, however, will always report the &amp;quot;Low Fuel&amp;quot; message as soon at the fuel supply is 50% depleted, no matter where they are on the globe.  This significantly shortens the already minute time that a [[Firestorm]], [[Lightning]], or [[Avenger]] can be dispatched to patrol.&lt;br /&gt;
&lt;br /&gt;
===Medic Research Bug===&lt;br /&gt;
&lt;br /&gt;
The array holding live alien and autopsy data to randomly provide when an alien Medic is researched is four bytes too short. What this means in practice is that if you interrogate an alien Medic before you have at least two of these topics unlocked, the game will crash. To avoid this bug, do not research any alien Medics until you have performed either: a) two alien autopsies, b) an alien autopsy and an alien interrogation, or c) two alien interrogations of different species.&lt;br /&gt;
&lt;br /&gt;
===Never-ending Retaliation Bug===&lt;br /&gt;
Some times the aliens will send a [[battleship]] on a [[Alien_Retaliation|retaliation mission]] to the &amp;quot;wrong&amp;quot; base. F.ex: the [[Hyper-wave_Decoder|hyper-wave decoder]] may report its destination as South East Asia, but the ship will actually fly to your base in North America and attack it.&lt;br /&gt;
&lt;br /&gt;
Even if the battleship succeeds in getting past the base defences and its crew is subsequently defeated, the aliens won&#039;t &amp;quot;forget&amp;quot; the base&#039;s location as they normally do and instead keep sending another battleship every week or so. If your base is constructed with [[Base_Layout_Strategy|defendability]] in mind and crewed by experienced operatives this will net you heaps and heaps of alien weapons, corpses and prisoners very quickly. The downsides are, of course, playing the same base defence mission over and over again and having to maintain a garrison there at all times.&lt;br /&gt;
&lt;br /&gt;
More research is needed to find out what causes this bug, but it &#039;&#039;could&#039;&#039; have something to do with [[Mind_Shield|mind shields]] being finished between the scouting and assault parts of the aliens&#039; retaliation mission.&lt;br /&gt;
&lt;br /&gt;
=== Early Base Defence bug ===&lt;br /&gt;
&lt;br /&gt;
XBASE.DAT has 12 entries for each valid mission zone.  However, the initialization routine for a new game only resets the first 8 entries. If some of these entries have leftover data from a previous game, this may spawn an alien [[Battleship]] attacking the location specified, usually your first base. This results in an unprovoked [[Base Defence]] mission, within the first two weeks of the new game! (Normally, the aliens don&#039;t try to attack your bases unless you intercept UFOs, and they have to [[Alien Retaliation|search for a base]] before a Battleship can be deployed to assault it.)&lt;br /&gt;
&lt;br /&gt;
=== Cash Rollover Bug ===&lt;br /&gt;
&lt;br /&gt;
When your cash balance goes over $2,147,483,647, it will rollover and become  $-2,147,483,647. Which means your game is done for, unless you use an editor. Fortunately, by the time you accumulate this much cash, you have usually completed all necessary research to win the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When the game was written, the largest unit that a programmer had available was 32-bits. The programmers did not make this unsigned so the largest amount that could be stored is 2 ^ 31 - 1, which is 2147483647. Incrementing this causes it to overflow to a negative number due to [https://en.wikipedia.org/wiki/Two&#039;s_complement Two&#039;s complement arithmetic]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Battlescape Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Load bug after successful mission ===&lt;br /&gt;
After you finish a game you have saved and load the same game file again - the alien side goes first! I think it may be caused when you succesfully complete the mission and you get a notification like that the alien has died beacuse of no alien containment. The game still thinks that it is the aliens&#039; turn. So when I load the mission again- the aliens move first. If you load the same saved game again it will be OK. [[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
===Time Units Missing===&lt;br /&gt;
Very rarely when you end your first turn and all your units are inside the Skyranger in the next turn they all only have 4 time units remaining.&lt;br /&gt;
&lt;br /&gt;
=== Faulty Large Units ===&lt;br /&gt;
If you move a tank off a northward facing ledge, the rest of the tank will sink into a wall (if there is one), and cause the tank to get stuck. This won&#039;t happen if the tank moves off a south facing ledge as the primary quarter will fall after the rest of the tank. Aliens can also get stuck this way.&lt;br /&gt;
&lt;br /&gt;
Another, potentially annoying bug occurs when a large unit&#039;s graphics become messed up. During a base defence mission, a rocket tank may end up looking like 4 silacoids bunched together.&lt;br /&gt;
&lt;br /&gt;
===Unconscious Units are items===&lt;br /&gt;
This is actually an intentional programming choice... but it leads to several consequences which are bugs.&lt;br /&gt;
&lt;br /&gt;
Firstly, any unconscious unit can be killed instantly by even a weak explosion, like being nearby an exploding AC-HE shell... even a Muton with 125 Health or an X-com agent in Flying Armor whose high armor ratings normally make him immune to AC-HE damage.&lt;br /&gt;
Secondly, no experience is gained for killing enemies in this manner.&lt;br /&gt;
&lt;br /&gt;
You can prevent an unconscious unit&#039;s death from an explosion by picking it up... if a blaster bomb strikes the carrier and kills him, the unconscious unit will safely fall to the floor, unharmed.&lt;br /&gt;
&lt;br /&gt;
Unlike a conscious unit (not wearing x-com armor), an unconscious unit can laze about in the middle of a fire without taking damage, since a UNIT standing in fire takes damage, but an unconscious unit is an item, which all ignore fire.&lt;br /&gt;
&lt;br /&gt;
Forcing an MCed alien to pick up an unconscious X-com agent and carry him in its right hand can cause weird things to occur when you release the mind control. I think the game might crash when the alien tries to shove the agent into its magic pocket.&lt;br /&gt;
&lt;br /&gt;
If a non-flying unconscious unit wakes up while being carried by a flying unit, it will gain some sort of temporary hover ability. (I once placed an unconscious Chryssalid in my flying agent&#039;s backpack. A few turns later, some growls and screams were heard from overhead.)&lt;br /&gt;
&lt;br /&gt;
Save space! Each conscious unit takes up 1 tile (4 tiles for large units). An unconscious unit does not use up the tile... this might conceivably be useful if you wanted to abort a mission, but several panicked units were preventing other agents from boarding the skyranger...  &lt;br /&gt;
X-com agents refuse to ride piggyback or be picked up while conscious. So, if you want a non-flying unit to reach an 2nd floor place with no stairs or elevator, you will have to knock him out, then either throw him up, or have a flying unit pick him up and drop him... and presumably administer stimulant.&lt;br /&gt;
&lt;br /&gt;
This also leads to the INVISIBLE UNIT glitch. Frequently happens during Base Defence missions, since the item table is usually maxed out. Basically, the item table is so full that killed units do not leave corpses. However, this also means that unconscious units do not turn into  the Unconscious Unit item. The KOed unit will disappear from sight, but will still be visible as a red number and as a blue/yellow dot on overhead map. Since the unit is still a unit and not an item, you will be able to shoot it with projectile weapons and kill it. ALSO, this method enables you to raise any unit&#039;s stun bar all the way to 255, since you can still increase the stun meter, despite them already being unconscious. If you this bug occurs and interferes with your goal (capturing enemy Commander), the way to go is to destroy some of your items with explosion.&lt;br /&gt;
&lt;br /&gt;
===Funky Fire===&lt;br /&gt;
If a unit (alien or friendly) is on fire or standing in flames, an [[Incendiary]] explosion &#039;&#039;anywhere else on the map&#039;&#039; will do a small amount of damage to it, even if you just shoot an IC round at a random patch of ground. &lt;br /&gt;
&lt;br /&gt;
Similarly, if a unit (friendly units only) is standing in smoke when an incendiary explodes, it will take stun damage. This makes the combination of incendiary munitions and smoke quite hazardous until such time as all troops are armored.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;There is a [[Talk:Incendiary#Incendiary_Bug|working hypothesis]] for&amp;lt;/s&amp;gt; The cause of this bug is that each and every Incendiary explosion triggers the &amp;quot;Smoke and Fire&amp;quot; routine: applying fire damage, applying stun damage from smoke, calculating fire and smoke spreading, and &amp;quot;catch on fire&amp;quot; checks for units in fire.  &lt;br /&gt;
&lt;br /&gt;
Note that X-Com units wearing any kind of armor are immune to fire damage and IC-induced stun damage. Xcom HWPs are immune to stun, but take 40% damage from Incendiaries and WILL get killed quite efficiently by funky fire.&lt;br /&gt;
&lt;br /&gt;
===Tanks have full ammo during Base Defence===&lt;br /&gt;
HWPs in Enemy Unknown/UFO Defense and SWS in Terror From the Deep will always have full ammunition during a Base Defence mission even if there is not enough ammunition in storage to have them fully armed. &lt;br /&gt;
&lt;br /&gt;
This occurs because tanks are always initialised with full ammunition when they are spawned in the battlescape. However, the game does not make the necessary adjustments to their ammunition supplies and leaves them fully armed. Any ammunition that was in storage will be consumed normally. &lt;br /&gt;
&lt;br /&gt;
After the battle, any left over ammunition will be recovered and added to stores. If a base is regularly attacked, this can be [[ExploitsA#Free_Ammo_for_Tanks|exploited]] to create large amounts of ammo for free by sending away all of the ammunition to another base after each battle (particularly for Hovertanks/Launcher and Displacers/P.W.T., since their ammunition must otherwise be manufactured from alien materials).&lt;br /&gt;
&lt;br /&gt;
Note that this bug will arm a [[Coelacanth/Gauss]] in Terror From the Deep, but you will not recover any ammunition from it due to its own specific arming bug.&lt;br /&gt;
&lt;br /&gt;
=== Collectors Edition Blaster Bomb Bug ===&lt;br /&gt;
&lt;br /&gt;
Also known as Vertical Waypoint Blaster Bomb Bug. &lt;br /&gt;
&lt;br /&gt;
In the Collectors Edition of UFO, the [[Blaster Launcher]] has a bug that prevents it from going up or down on the same tile. Or in other words, you cannot change the elevation of the missile vertically on the same tile. &lt;br /&gt;
&lt;br /&gt;
Instead of flying down (or up) to the next waypoint, it will instead fly directly to the south at the pivot waypoint. Relative to the screen, this would be the lower left side of the screen. &lt;br /&gt;
&lt;br /&gt;
This does not happen if you plot the waypoints at an angle. Or, if the blaster bomb flies right off the map, it will reappear at the proper waypoint as long as  there are additional waypoints placed after the vertical move. The bug makes it impossible to fire Blaster Bombs up or down elevator shafts. Aliens are also affected by this bug. &lt;br /&gt;
&lt;br /&gt;
The Blaster Bomb bug in turn permits the [[Tactical Exploits#Milking Alien Bases|Elevator Shielding - Base Milking Exploit]], which provides unlimited risk-free experience and ultra-low-risk booty, so fixing it is a Good Thing. Base Milking in general is a legitimate tactic, but doing Base Milking risk-free via the Elevator Shielding is just an exploit.&lt;br /&gt;
&lt;br /&gt;
This bug also applies to the [[Disruptor Pulse Launcher]] in TFTD.&lt;br /&gt;
&lt;br /&gt;
===Blaster Launcher Dud Shells Bug===&lt;br /&gt;
&lt;br /&gt;
Shots which have only one waypoint, or explode before reaching their first waypoint, leave the Blaster Launcher showing 0 rounds, but still containing a dud shell which must be unloaded before the launcher can be reloaded. On earlier versions of the game (pre-Win CE) this also happens with reaction fire, and with 1-waypoint shots that fly off the map. &lt;br /&gt;
&lt;br /&gt;
=== The trouble with Mines in General === &lt;br /&gt;
&lt;br /&gt;
Proximity mines are strangely implemented in UFO and TFTD. While they behave as you would expect them to half of the time, the mines do not behave like conventional weapons. &lt;br /&gt;
&lt;br /&gt;
First, experience attribution is awarded to the person that sets off the mine. &lt;br /&gt;
&lt;br /&gt;
Secondly, the armed states for [[Proximity Grenade]]s in both UFO and TFTD are NOT stored in save games. If a proximity grenade is primed, then the game is saved and reloaded, the grenade will not only not go off as it should, but the &amp;quot;Prime Grenade&amp;quot; action will still be absent, so it&#039;s impossible to re-arm it.&lt;br /&gt;
&lt;br /&gt;
=== Grenade Timer Behaviour === &lt;br /&gt;
&lt;br /&gt;
A primed explosive (Grenade, High Explosive, Alien Grenade) will not explode if it&#039;s still in your inventory (hand, belt etc) when the timer runs out. It will only detonate when it&#039;s on the ground. If your soldier falls unconscious or gets killed, the primed explosive will be counted as being on the ground. Then it will blow up, likely taking out your gear and body. This &#039;feature&#039; allows for the hot potato or [[Grenade Relay]] strategy which is fairly unique to X-COM where a live grenade well past its use-by date can be passed from squad member to squad member. &lt;br /&gt;
&lt;br /&gt;
For a more a detailed explanation on detonation conditions, see [[Understanding Grenades]].&lt;br /&gt;
&lt;br /&gt;
=== Mountain Map ===&lt;br /&gt;
Due to a bug in the way this tileset was created, when you shoot the ground, it doesn&#039;t burn up - it turns into a tree stump.&lt;br /&gt;
&lt;br /&gt;
Because the stump is on object, as opposed to actual ground, any objects that were in the tile already (for example, UFO hulls or the landing gear of your craft) get replaced by these stumps, making it seem as if they were destroyed.&lt;br /&gt;
&lt;br /&gt;
Tree stumps don&#039;t take much damage, so they often get burnt up immediately if an explosive goes off, leaving nothing but burnt ground behind. It is easier to view the effects of this bug by shooting the ground instead.&lt;br /&gt;
&lt;br /&gt;
For more details, see [[Explosions#Mile-High_Madness|Mountain Madness]].&lt;br /&gt;
&lt;br /&gt;
=== What just exploded? ===&lt;br /&gt;
In some versions of the game, a bug allows an armed proximity mine to transfer its properties to some other item in the next mission, which then may explode unexpectedly.  (If the item is left on the floor of the XCOM craft, it will explode as you walk past it.)  This problem can be rectified by reloading the game -- as a precaution, save before you move your first soldier.&lt;br /&gt;
&lt;br /&gt;
=== Door jam ===&lt;br /&gt;
If a door is open when a game is saved on the Battlescape and that game is subsequently restored, the door will remain open for the remainder of that mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MIA Bugs ===&lt;br /&gt;
&lt;br /&gt;
The routine which checks whether units are &amp;quot;Missing in Action&amp;quot; or not has several bugs in it. Specifically:&lt;br /&gt;
&lt;br /&gt;
* Soldiers that have been [[Psionics|mind-controlled]] and not yet returned to X-Com control (whether by mind-control on the final turn, or because they were stunned while mind-controlled and haven&#039;t woken up yet) will be listed as MIA and permanently lost.&lt;br /&gt;
&lt;br /&gt;
* If you abort a mission while aliens are under X-COM mind-control, you will be penalised for any mind-controlled aliens outside the exit area as though they were MIA (-20 points each). In PlayStation versions of the game, this does not occur as all mind-controlled aliens at mission end are considered captured.&lt;br /&gt;
&lt;br /&gt;
* The only action which resets the location of unconscious soldiers, for the purposes of the MIA algorithm, is &#039;&#039;&#039;dropping&#039;&#039;&#039;. As such, soldiers carried or thrown back into the dropship and not subsequently dropped inside will be listed as MIA and permanently lost, while soldiers stunned or dropped inside the dropship and carried or thrown outside will be recovered safely.&lt;br /&gt;
&lt;br /&gt;
===20 Proximity Grenade Limit===&lt;br /&gt;
&lt;br /&gt;
The array used to denote armed [[Proximity Grenade]]s is limited to 20 entries, meaning you are limited to 20 active mines at a time.  The 21st and subsequent Proximity grenades can be primed like normal and will give appropriate messages, but they will not detonate even when the normal trigger conditions are met.  Note that Proximity Mines that have detonated or otherwise been destroyed are removed from the array, freeing up positions; the limit is 20 ACTIVE Proximity Grenades at one time.  In normal gameplay, this is probably not a restriction, in light of the [[Known_Bugs#80-Item_Limit|80 Item Limit]], since you&#039;d need to have more than 1/4th of the cargo space in the dropship filled with Proximity Grenades.&lt;br /&gt;
&lt;br /&gt;
===Base Defence Elerium bug===&lt;br /&gt;
&lt;br /&gt;
On DOS versions of UFO Defense, Elerium pods may spawn as items from the base stockpile during a Base Defence bug.  Each pod represents 50 units of Elerium and will be normally collected after the mission, same as any other item such as Heavy Lasers or Blaster Bombs. HOWEVER. The program will potentially generate 1 elerium POD for every 1 UNIT of elerium in your inventory. Thus, if you had only 10 lasers and 50 Elerium listed in your Sell screen, you would see 10 lasers and 50 Elerium Crystals in your Soldier Equip Screen, which would translate to 50 Elerium pods and 10 lasers scattered around your base. This equals 2500 Elerium, BTW. You basically have the potential to multiply your elerium stocks by 50.&lt;br /&gt;
&lt;br /&gt;
===Berserk HWP crashes the game===&lt;br /&gt;
&lt;br /&gt;
Admittedly, this is unlikely to arise under normal play. But, anyhow, your HWPs can only lose morale by killing friendly units. Not much for each unit killed, either. Anyhow, a berserk HWP will crash the game. (except for the Hovertank/Launcher, which does not fire when it goes berserk.)&lt;br /&gt;
Likewise, if you MC a cyberdisc or Sectopod and have it kills lots of aliens, it&#039;ll go berserk and crash the game. The error happens because of an oversight from the developers: the built-in weapons of HWP are handled differently from handed weapons, no OBDATA.DAT entries exist for them. The berserk code will try to access the nonexistent entry, resulting in a crash. The Celatid has yet to be tested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The part about HWPs only losing morale by blue-on-blue isn&#039;t true: I had a rocket tank go berserk on me in a terror mission when a floater blew up my whole force with a single grenade in the first alien turn. The game crashed alright; I have the CE version with UFOextender.--[[User:Amitakartok|amitakartok]] 08:24, 11 January 2012 (EST)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Unless my memory is playing tricks on me, I clearly remember an very bizarre incident like yours but where the rocket HWP panicked (all other X-COM units had just been killed) but the game didn&#039;t crash (I play the DOS version) and the tank shot all its rockets randomly until it ran out of ammo. I remember that its TU numbers being while firing showed 255 TUs or some other impossible value (I hadn&#039;t done any manual edits). I don&#039;t remember if it crashed at the end but it did fire!&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
::&#039;&#039;And this reminds me of yet another panicked HWP incident but involving a Cannon HWP. I was expecting it to waste all its ammo (based on my previous experience) but it only fired a few shots and the TU level didn&#039;t went up crazy.&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
===Limited Unit Slots - Battlescape Crash===&lt;br /&gt;
&lt;br /&gt;
This tends to arise during Base Defence Missions. The game is was designed to be limited to 40 soldiers/hovertanks and XXXX aliens for a total of XXXX . Having a full complement of soldiers during a Superhuman difficulty base defence will max out these limits. Thus when either side starts playing around with mind control too much, something goes wrong causing the entire game to crash.&lt;br /&gt;
It might also be something to do with maximum items on the battlescape.&lt;br /&gt;
In any case, the workaround seems to be killing aliens and destroying items on the battlescape... doesn&#039;t always work, but it seems to help.&lt;br /&gt;
You might want to make several in-battle saves for these situations, even if you normally play Ironman mode.&lt;br /&gt;
&lt;br /&gt;
===Left arm fatal wound instead of torso (energy penalty)===&lt;br /&gt;
&lt;br /&gt;
According to UFO Defence [http://cdn.steampowered.com/Manuals/7760/x-com%20ufo%20defense%20manual.pdf manual], torso fatal wounds affect energy replenish rate, which is logical. But in the game fatal wounds of the &#039;&#039;&#039;left arm&#039;&#039;&#039; affect energy replenish rate, &#039;&#039;&#039;not the torso&#039;&#039;&#039;. Which is an obvious coding bug (though not a fatal one).&lt;br /&gt;
&lt;br /&gt;
===Invisible Chryssalids===&lt;br /&gt;
&lt;br /&gt;
After reloading a saved game with a mission where zombies are present, the resulting Chryssalids might be invisible.  This only happens when zombies are present but all Chryssalids are either dead or KO.  This issues occurs because the load-game routine only loads graphics files for active units.  When the chryssalids&#039; files are loaded, the game also loads the files for zombies but this is not true in reverse.  [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
===Displayed Firing Accuracy penalties from Health loss===&lt;br /&gt;
&lt;br /&gt;
When one clicks on a wounded unit and examines its stat display, the unit&#039;s Firing Accuracy is shown to be lowered from its original value to (Original value * remaining health / total health). This is inaccurate; the actual effect is a much milder (Original value * (0.75 + 0.25 * remaining health / total health)). The displayed percentage accuracies when selecting a shot type are, however, correct.&lt;br /&gt;
&lt;br /&gt;
== Character Inventory Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Alien Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; When examining an Alien&#039;s inventory (via an Exploit), you will see that sometimes the alien will stack multiple items of equipment on the same slot - its right leg. It&#039;s not always obvious that there are multiple objects in the slot until you &#039;pick up&#039; the first object and can see other objects still in the slot. &lt;br /&gt;
Before you remove an item from the Alien&#039;s right leg, make sure you have enough time units to place it somewhere else. If you run out of time units, you will likely have to force a quit and cannot save your game. It &#039;&#039;&#039;may&#039;&#039;&#039; be possible to move the item to the left leg slot for 0 TUs, &#039;&#039;&#039;if&#039;&#039;&#039; the item will fit in that slot. If not, you will have to terminate the game. (Press ALT-TAB to get to any other window, then CTRL-ALT-DEL to bring up Task Manager, and then terminate the process that corresponds to the game).&lt;br /&gt;
&lt;br /&gt;
=== Item-stacking Bug ===&lt;br /&gt;
It is possible to put more than one item in a given spot.  When an item is stacked with a [[Stun Rod]], this can make it possible for X-COM soldiers to perform &amp;quot;melee&amp;quot; attacks.  See [[Item Stacking Bug]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Carrying Unconscious Units===&lt;br /&gt;
If one of your soldiers is carrying an unconscious unit in their hands and the unit either wakes up from stun or dies, they will be removed from the Inventory display, but will still appear to be in the carrying soldier&#039;s hands in the Battlescape.  Clicking on the phantom body in the Battlescape will crash the game!&lt;br /&gt;
This error can be easily cleared by switching to the Inventory screen and moving another item into the hand that used to be carrying the body.  Even swapping the gun to the other hand will do.  Refer to : [[Unconscious#Bug|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
===Disappearing Ammo===&lt;br /&gt;
Partially-used clips in alien or X-COM weapons disappear at the end of a mission. This dictates that you should try to use clips that are not full.  However, in DOS versions of the game, you can unload used clips to recover them as full clips with the tradeoff of all loaded clips (used or otherwise) will count as spent and disappear (this shouldn&#039;t seem to be a problem, until you start using blasters and will find that you&#039;re running out of ammo fast).  You can also use [[XcomUtil]] to recover partially used clips.  [[UFOextender]] will count up all the individual rounds of ammo present and repackage them into full clips at the end of a mission, so only the leftover ammo that cannot make a full clip is discarded. Even when used clips are discarded, you will still get credit ([[Scoring|score]]) at the end of missions for recovering them. &lt;br /&gt;
&lt;br /&gt;
When aborting a mission, any full clips loaded in any alien weapons brought back to the transport/access lift will not be recovered unless the clips are unloaded first. This includes [[Blaster Bomb]]s and [[Stun Bomb]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ammo Weight Bugs ===&lt;br /&gt;
&lt;br /&gt;
In general, the game engine handles the weight allocation of ammo/clips &#039;&#039;&#039;loaded into weapons&#039;&#039;&#039; very badly. There was a good design to handle ammo weight, but it was not properly implemented. As a result there is a set of bugs relating to ammo/clip weight and encumbrance that share overlapping causes and effects.&lt;br /&gt;
&lt;br /&gt;
==== Equip Phase Ammo Load Error ====&lt;br /&gt;
&lt;br /&gt;
The game routine for placing ammo into weapons at the beginning of the equip phase does not correctly set all object and unit values. It should set the ammo as loaded into the weapon, the weapon as being held by the soldier, and the map position of the weapon and the ammo as the same as the soldier. Looks like it does not do one or more of these things. Whatever values the game doesn&#039;t set, do get set if you manually load or reload the weapon, either during the equip phase, or during the game. &lt;br /&gt;
&lt;br /&gt;
Specifically, the game&#039;s auto-equip functions at the beginning of the equip phase fail to set offset 0x04 of the [[OBPOS.DAT]] record to point to the soldier who owns the ammo. These functions leave the value = 0xff, which implies &amp;quot;on the ground&amp;quot;. They also leave the ammo location as being the equipment pile, rather than the location of the soldier. The other values are set correctly. Manually loading ammo into a weapon, during the equip phase or during combat, correctly sets all values. The ownership points to the soldier and the location to the soldier&#039;s location. &lt;br /&gt;
&lt;br /&gt;
This bug is the cause of [[Known_Bugs#Weightless_Loaded_Ammo|Weightless Loaded Ammo]]. Probably the only other impact of this bug is that XComUtil can&#039;t detect the fact that the ammo is loaded into the weapon, for the purpose of AutoCombat. It might have other subtle effects on any utilities that deal with equipping soldiers. &lt;br /&gt;
&lt;br /&gt;
====Weightless Loaded Ammo====&lt;br /&gt;
&lt;br /&gt;
Ammo that is automatically pre-loaded into a weapon at the start of the Equip Phase of a mission does not initially count towards any soldier&#039;s carried weight (Encumbrance). If the weapon is subsequently unloaded during the Equip Phase or later in the mission, the soldier&#039;s encumbrance will &#039;&#039;increase&#039;&#039;.  This will probably only be noticed if the unloaded clip was not discarded (e.g. because it was not fully empty). This is due to a bug in the game&#039;s original weight calculation routine that was uncovered (but not caused) by Seb76&#039;s inventory screen improvements.&lt;br /&gt;
&lt;br /&gt;
The Weightless Loaded Ammo bug slightly advantages X-Com. It leads to a set of relatively minor exploits. Using this bug, you can get weak soldiers to carry heavy weapons with (usually) a single clip and no TU penalty. For weapons that use multiple ammo types (which auto-equip with AP by preference), by manipulating the overall supply of ammo of different types you can to some extent persuade the auto equip algorithm to load your preferred ammo type for these weaker soldiers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:51, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Displaced Ammo Weight ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance: Apart from weapons pre-loaded by the game, be sure to unload any weapons before dropping them. Drop, pick up and transfer ammo only when it is not loaded into a weapon.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dropped ammo clips that are still loaded into dropped weapons are not un-assigned from the unit carrying them. The weight of the ammo / clips continues to count against the unit&#039;s [[Time Units#Encumbrance|Encumbrance]] as &#039;displaced weight&#039; that can&#039;t be removed by ordinary means. This is an original game bug that only becomes apparent when using mods that display the unit&#039;s current encumbrance. The effect continues until the ammo is unloaded (either by the original holder picking up the weapon again and unloading it, or someone else picking it up and unloading it). Once the ammo is unloaded, its weight is applied to the actual current holder, only, and is released from the original holder. &lt;br /&gt;
&lt;br /&gt;
This bug also applies during the Equip Phase, if one soldier loads a weapon, drops it, and another soldier picks it up. &lt;br /&gt;
&lt;br /&gt;
In some senses this bug is the opposite of the Weightless Ammo Bug, and each bug has probably tended to obscure the effects of the other. For example, clips affected by the Weightless Ammo Bug (clips automatically loaded by the game) are not so obviously affected by this bug, since their displaced weight is &#039;carried&#039; by the Equipment Pile rather than any specific Soldier. (In another sense, this is the same bug, with the weight displaced to the Equipment Pile rather than to another soldier.)&lt;br /&gt;
&lt;br /&gt;
See [[User_talk:Seb76#Inventory_screen_ammo_weight_bug|this discussion]] for more information on this bug.&lt;br /&gt;
&lt;br /&gt;
==== Ammo Weight Exploits ====&lt;br /&gt;
&lt;br /&gt;
As noted above, Weightless Ammo is, in itself, a minor exploit, since it provides some extra penalty-free carrying capacity in combat. &lt;br /&gt;
&lt;br /&gt;
On the face of it, the Displaced Weight Bug is not an exploit, since for every decrease in weight on one soldier there is a corresponding increase in weight on another soldier. However the Displaced Weight bug could potentially be exploited by having one soldier first load and then drop a lot of weapons, and then move away from the resulting pile to allow others to pick up. This would create a reserve of weapons where all the ammo weight was being &#039;carried&#039; by this &amp;quot;weight sink&amp;quot; soldier, freeing up encumbrance for other soldiers. For example, all recon and front line soldiers required to be mobile could get reduced weight, at the expense of a single soldier having extremely reduced mobility/TUs. However, as the game&#039;s auto equip routines already load all initial weapons with weightless ammo, this would only be useful after combat had been progressing for some time, for reloads rather than initial loads, and it would require the squad to regroup around this &amp;quot;sink&amp;quot;, or ferry weapons to/from the &amp;quot;sink&amp;quot;. It might be most useful with Rocket Launchers (high weight, high ammo weight, one round before reload).&lt;br /&gt;
&lt;br /&gt;
== Storage and Transfer Bugs ==&lt;br /&gt;
&lt;br /&gt;
===Sticky Craft Transfer Fee glitch===&lt;br /&gt;
As pointed out by [[User:Zombie|Zombie]] and [[User:Danial|Danial]], transferring any craft causes &#039;&#039;&#039;&#039;&#039;all subsequent transfers to have that cost added to it&#039;&#039;&#039;&#039;&#039;, for as long as the craft is in transit. Additional craft in transit will add additional fees. (This has also been called the Exponential Transfer Fee bug, although it&#039;s actually additive, not exponential.)&lt;br /&gt;
&lt;br /&gt;
Example (all numbers are only approximations):&lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of pistol transfer (&amp;amp;harr; = to or from)&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA       80&lt;br /&gt;
 EU  &amp;amp;harr; Asia      100&lt;br /&gt;
 USA &amp;amp;harr; Asia      120&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of craft transfer&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1600               &#039;&#039;Notice how transfer fees always work as relative percents,&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2000               &#039;&#039;probably on a distance-based formula&lt;br /&gt;
 USA &amp;amp;harr; Asia     2400&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost to transfer &#039;&#039;&#039;pistol&#039;&#039;&#039;, after transferring craft from EU to Asia for $2000&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1680   (80+1600)&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2100  (100+2000)&lt;br /&gt;
 USA &amp;amp;harr; Asia     2520  (120+2400)&lt;br /&gt;
&lt;br /&gt;
The cost of the craft transfer &amp;quot;sticks&amp;quot; to &#039;&#039;&#039;all&#039;&#039;&#039; subsequent transfers, until the craft arrives - although it acts on a proportionate basis, which is probably distance related.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this cost is &#039;&#039;&#039;additive&#039;&#039;&#039;. That is to say, if you transferred a second craft from EU to Asia while the first was still in transit, it would cost $4000 ($2000 plus $2000 - it too suffers from the glitch!), it would then cost e.g. $4100 to transfer a pistol from EU to Asia. Having even more craft in transit would add even more fees.&lt;br /&gt;
&lt;br /&gt;
This only appears to happen with aircraft, although it does happen for them all. So try to transfer aircraft individually, and not transfer anything else while you do - assuming you aren&#039;t awash in money. (The bug will cost you in the low thousands of dollars per craft being transferred.)&lt;br /&gt;
&lt;br /&gt;
A related problem is that, if you are in the Transfer screen, start to transfer a craft, and then cancel because you remembered you wanted to send something else first - if you then try to Transfer something on that same screen, &#039;&#039;it will still get the sticky craft fee added&#039;&#039;. Try it and see. You have to back up out to the main Base screen and hit Transfer again, to get rid of the sticky fee from a canceled craft transfer.&lt;br /&gt;
&lt;br /&gt;
===Fuel dump on transfer===&lt;br /&gt;
Transferring a craft with 100% fuel will dump it somewhere along the way. &lt;br /&gt;
When it arrives at its destination, its fuel gauge will read empty (ie: 0% FUEL), but it will be listed as ready. If you launch your craft for a mission (any mission will do) its fuel gauge will still read empty. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This can be [[ExploitsA#Infinite_Fuel|exploited]], but it is very annoying if you want to quickly turn around a troop transport for another mission. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can force a refuel by sending out the craft and immediately recalling it back to base.&lt;br /&gt;
:The zero fuel on arrival is not really a bug. The designers intended for this to happen.  The actual bug is that the planes&#039;s state is not changed from &amp;quot;ready&amp;quot; to &amp;quot;refueling&amp;quot; when it arrives.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 07:15, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Transfer Limit cash eater===&lt;br /&gt;
Only 100 items can be in transit at a time. (Here, a transfer of e.g. 200 Elerium counts as one &amp;quot;item&amp;quot;. Also, all soldiers are counted individually.) If you go over the limit, you will get a warning that there is no more transport capacity. If you STILL try to transport something after getting the warning, the item will stay where it is, but the transportation cost still gets deducted. Bad if you&#039;re shuffling expensive aircraft. The extra cost isn&#039;t that bad. Recovering just one alien weapon will likely cover the money you will lose to this bug over the course of a game.&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;80%&amp;quot; align = &amp;quot;center&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| Tip&lt;br /&gt;
|-&lt;br /&gt;
| To Clarify what constitutes an item in the transfer screen, think of them as batches of X amount. For example, if you transfer 200 alien alloys now, and then decide to transfer another 50 alloys later, this will count as two items in transit. Now, when you look at your transfers, you&#039;ll now have two items. Two batches of alien alloys, one with 200 units and the other with 50 units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfer crash ===&lt;br /&gt;
If you transfer something to another base the game crashes right after acknowledging the transfer price.&lt;br /&gt;
&lt;br /&gt;
Solution: Start UFO, select English language, finish your transfer, save game, restart with your normal language settings (http://www.xcomufo.com/x1faq.html)&lt;br /&gt;
&lt;br /&gt;
===Storage Limit===&lt;br /&gt;
You can not store more than 9,999 of any one item in the general stores at a specific base at one time.  However, this will likely only happen with [[Alien Alloys]] or [[Elerium-115]].  &lt;br /&gt;
Still, consider yourself warned.  If you&#039;re coming close to the limit, consider transferring the extra to other bases or even selling it, as any extra collected beyond the limit will &#039;disappear&#039; and be wasted.&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits===&lt;br /&gt;
&lt;br /&gt;
The storage capacity of a base is normally limited by the capacity of the General Stores. However this can be exceeded in a number of ways:&lt;br /&gt;
&lt;br /&gt;
* By exploiting some of the Base Storage Anomalies (see below)&lt;br /&gt;
* By storing surplus equipment in transport aircraft (up to the 80 item limit). Note that if both the aircraft and the base are full, you can no longer move equipment between the aircraft and base (in either direction). &lt;br /&gt;
* Anything manufactured at the base will be stored there regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
* Anything captured on a mission by an aircraft operating from the base will be stored at the base, regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
&lt;br /&gt;
These could perhaps be considered minor exploits.&lt;br /&gt;
&lt;br /&gt;
===Base Storage Anomalies===&lt;br /&gt;
&lt;br /&gt;
There are some quirks in how the game calculates, and displays, base storage capacity used and available. These quirks are not all consistent with each other, which leads to some strange behaviour. A typical example would be moving a set of items out of Stores, immediately trying to put the exact same set of items back into Stores, and this failing due to &amp;quot;insufficient space&amp;quot;. A more detailed discussion is in [[Talk:Base Stores#Base Stores Anomalies]].&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits when Transferring Craft===&lt;br /&gt;
&lt;br /&gt;
Usually you can&#039;t transfer crafts to bases without capacity for them as you&#039;ll get an error when you press the Up arrow. However, if you press the Down arrow when the craft quantity is already at 0, the game will still think you&#039;re removing crafts from the destination base and &amp;quot;add capacity&amp;quot;, so you can then press the Up arrow again to transfer the crafts without error. This doesn&#039;t work with other transferable items.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve broken the limit once, you don&#039;t need to do this trick anymore as the error won&#039;t show up again (the game probably doesn&#039;t check for negative capacity). You can also exceed storage and personnel capacity this way, as Transport Crafts will carry their contents over. For example, if you press the Down arrow on a Skyranger with 14 soldiers, the game will &amp;quot;add capacity&amp;quot; for 1 craft and 14 personnel on the destination base.&lt;br /&gt;
&lt;br /&gt;
You can also orphan crafts this way by removing a base with crafts but no hangars, which can cause all sorts of weird behavior.&lt;br /&gt;
&lt;br /&gt;
== Soldier Limits and Recruiting Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Soldier Recruiting Bugs ===&lt;br /&gt;
&lt;br /&gt;
Also there are 3 bugs related to recruiting soldiers: &lt;br /&gt;
&lt;br /&gt;
* You still get charged for Soldiers you try to purchase above the No More Soldiers limit.&lt;br /&gt;
* The error message that appears when you hire too many soldiers must be dismissed (click OK) once for each soldier over the limit, i.e. up to 255 times. &lt;br /&gt;
* You get also charged for Soldiers you try to purchase above the Transfer Limit (100 at a time).&lt;br /&gt;
&lt;br /&gt;
== Manufacturing and Research Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Zero Unit Manufacturing Exploit ===&lt;br /&gt;
&lt;br /&gt;
If you start a manufacturing project with zero items to build, close the screen, and then go back to assign staff and a non-zero build amount later, the first item is built for free. If you only build one item at a time, you can build them all for free. Obviously, this is cheating. It&#039;s also a bit tedious. It might be excusable if you&#039;re really short of money.&lt;br /&gt;
&lt;br /&gt;
=== Research Rollover ===&lt;br /&gt;
&lt;br /&gt;
At midnight, research projects are checked for completion in the order shown on your Projects screen (which is the same order as for picking new Projects, for [[RESEARCH.DAT]], etc.). But X-COM does not track the effort of individual scientists, so when a project ends, its scientists can be re-assigned before the game checks the next project.&lt;br /&gt;
&lt;br /&gt;
The upshot is that you can re-use scientists from completed projects as long as you put them on projects (existing or new) that are [[RESEARCH.DAT|farther down the list]] than the one that just finished. And if you assign more scientists than projects need, you can finish multiple projects immediately! &lt;br /&gt;
&lt;br /&gt;
To best use this exploit:&lt;br /&gt;
*If projects (new or existing) have equal priority to you, start new scientists at the top of your list (the [[RESEARCH.DAT|lowest-numbered]] project) and work them &amp;quot;down&amp;quot; from there. This minimizes the number of times that scientists wind up at the end of the project list (where you can&#039;t exploit them).&lt;br /&gt;
*It works especially well later in the game if you have a full complement of scientists (practical limit of 250 at a base) and apply them to the many &amp;quot;fluff&amp;quot; alien, corpse, and alien-room projects that [[Research_Technical_Details#Research_Time|average less than 250 research days]]. You might finish a lot at once.&lt;br /&gt;
*If using it, you don&#039;t have to worry about &amp;quot;wasted&amp;quot; research effort due to allocating too many scientists to a project on its last day. Unless you&#039;re at the end of the project list, wasted scientists can be re-used, too - sometimes many times.&lt;br /&gt;
&lt;br /&gt;
=== Overcrowded Engineers And Scientists ===&lt;br /&gt;
In the Dos version (probably the others as well) if you hire more than 255 engineers in a single base, the number of engineers in the base will read a negative number once the 257th  engineer arrives. Any Engineers engaged in projects will continue to work on them, but if you cancel the project you will lose engineers until you have lost 255 of them. &lt;br /&gt;
This bug also affects scientists. It may be exploitable to pay a negative salary at the end of the month.&lt;br /&gt;
&lt;br /&gt;
If you hire exactly 256 scientists or engineers, the total rolls over to zero. You pay zero salaries, and the resulting free Manufacturing / Research is limited only by the capacity of your Factories / Laboratories. Also works in TFTD.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: you need to make sure that not all of their projects finish at the same time.&lt;br /&gt;
Otherwise, you would be stuck with 0 &#039;available&#039; workers/scientists, i.e. unable to assign them to a new project.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Limit Bug===&lt;br /&gt;
The number of hours remaining on a [[Manufacturing_Profitability#Profit_tables|manufacturing project]] is stored in a two-byte integer.  If you build enough items that the total number of Engineer Hours required for construction is above 65535 hours, it will wrap around to 0 hours and display from there.  Typically this drastically understates the amount of time that will be spent working on the items, but strictly speaking, it only subtracts 65k hours (so a huge project like 120k hours would still show ~55k hours&#039; worth of Engineer time needed).&lt;br /&gt;
&lt;br /&gt;
This bug is not dependent on the number of engineers assigned to the project; it is a function of the number of engineer hours needed.  You will most likely run into it when trying to build 2 Avengers at the same time or when queuing up large orders of items in bulk, such as armor or Laser Cannons.  As a practical example, the number of Avengers needed to trigger the bug is 2.  The number of Laser Cannons is 219.  Toggle back and forth between 218 and 219 laser cannons at the beginning of a project to see the effects.&lt;br /&gt;
&lt;br /&gt;
It is known with certainty that this exists as a display issue - the screen will say you need less time than you should when you go over 65536 Engineer hours. [[User:Arrow Quivershaft|Arrow Quivershaft]] is also sure he&#039;s seen it eat an Avenger... he ordered two but only got one, even though it took the time, and cost the money, for two. He&#039;s tried to replicate this and hasn&#039;t been able to, however. So it clearly is at least a superficial display issue, and may be more than that ... possibly dependent on even something else. In any event, keep an eye on projects with more than 65k Engineer hours (and report back here!)... or just avoid going that high.&lt;br /&gt;
&lt;br /&gt;
== UFOPaedia Errors ==&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapon hit probabilities ===&lt;br /&gt;
&lt;br /&gt;
There is a bug in the in-game UFOPaedia. It mistakenly reads the damage value field when reporting the hit chance for a craft weapon. Hence:&lt;br /&gt;
&lt;br /&gt;
* Cannon shows 10% not 25%&lt;br /&gt;
* Avalanche shows 100% not 80%&lt;br /&gt;
* Laser Cannon shows 70% not 35%&lt;br /&gt;
* Plasma Beam shows 140% not 50%&lt;br /&gt;
* Fusion Ball shows 230% (!!!) not 100%&lt;br /&gt;
&lt;br /&gt;
Possibly the reason this bug was missed during testing is that the first weapon in the data files, Stingray, actually does have Damage equal to its hit probability.&lt;br /&gt;
&lt;br /&gt;
In the CE version, this is the problem piece of code:&lt;br /&gt;
.text 45B2CC: 0F BF 4E 06 &lt;br /&gt;
&lt;br /&gt;
Change the 06 to 04.  The offset may not be correct for everyone but it should be close.  I don&#039;t know the offset in the DOS version.&lt;br /&gt;
[[User:Morgan525|Tycho]] 06:27, 1 April 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapon reload rates ===&lt;br /&gt;
&lt;br /&gt;
From empirical research it looks like the reload rates of craft weapons are not stated correctly in the UFOPaedia. For example, the rates of fire of the Laser Cannon and Plasma Cannon are actually the same as each other, and they are both about six times slower than the regular Cannon (so about 12s) - whereas the UFOPaedia entry gives the reload times (inverse of the rate of fire) as being:&lt;br /&gt;
&lt;br /&gt;
 Cannon       2s&lt;br /&gt;
 Laser Cannon 4s&lt;br /&gt;
 Plasma Beam  6s&lt;br /&gt;
&lt;br /&gt;
Similarly the UFOPaedia shows the Fusion Ball as having 3/5 the rate of fire of a Stingray missile, with the Fusion Ball being slower than an Avalanche missile; but empirically the Fusion Ball and Stingray have the same rate of fire, and so the Fusion Ball is faster than the Avalanche. See the discussion in [[Craft_Combat_Mechanics#Observed_Rates_of_Fire|Craft Combat Mechanics - Observed Rates of Fire]] for more details, but keep in mind recent code digs have clarified the picture from this initial rough approximation. It seems reasonable to assume the actual reload rates are coming from a different part of the executable, different to the locations used  populate these values that are displayed in the UFOPaedia. [[User:Spike|Spike]] 23:25, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Alien Containment size===&lt;br /&gt;
&lt;br /&gt;
The UFOpaedia in-game claims that each [[Alien Containment]] module can hold 10 live aliens. This is not in fact the case; the true limit is 50 aliens in containment among all bases, regardless of how many Alien Containment modules exist (though live aliens can only be stored at bases with Alien Containment). As such, building more Alien Containment modules, or shuffling aliens around between bases, will &#039;&#039;&#039;not&#039;&#039;&#039; free up space; the only way to free up space is to research some of the captured aliens (which removes them from containment).&lt;br /&gt;
&lt;br /&gt;
===Radar detection chances===&lt;br /&gt;
&lt;br /&gt;
The UFOpaedia in-game claims that both Small Radar and Large Radar facilities have a 5% chance of detecting UFOs every 10 minutes. In fact, this is not the case; Small Radar has a 10% chance of detecting UFOs per 30 minutes (less than advertised), while Large Radar has a 20% chance of detecting UFOs per 30 minutes (more than advertised). Note also the [[Known_Bugs#Radar_Stacking|Radar Stacking]] bug.&lt;br /&gt;
&lt;br /&gt;
== Other Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Bug ===&lt;br /&gt;
The DOS version has a problem where no matter what difficulty level you choose, it will revert to &amp;quot;Beginner&amp;quot; level after the first mission. This is caused by one incorrectly set bit in all DOS versions of the game (1.0 through to 1.4). The Collectors Edition Windows port (also commonly known as UFO Gold or CE) does not have this problem. To check your [[Difficulty Levels|Difficulty Level]]:&lt;br /&gt;
*Look at offset 60 in [[IGLOB.DAT]]. (If this file is only 60 bytes long, you&#039;ve got the bug!) &lt;br /&gt;
*Look at [[Alien Stats|statistics for aliens]] in your game with a [[Mind Probe]] or [[Psi-Amp]]&lt;br /&gt;
&lt;br /&gt;
To fix the Difficulty Bug, you can install [[XcomUtil]] and it will repair this bug. Alternately for those familiar with hex editing, you can fix this bug by referring to the appropriate section on the [[GEOSCAPE.EXE#XCOM: UFO Defense DOS Versions, difficulty setting bug | GEOSCAPE.EXE]] article and manually setting the incorrect byte to its proper value. &lt;br /&gt;
&lt;br /&gt;
:[http://tvtropes.org/pmwiki/pmwiki.php/Main/X-COM This TVTropes page] has been known to state that due to the bug, players asked the developers to increase game difficulty. The rumour goes that a new bug was supposedly introduced as a result, where TFTD&#039;s difficulty would reset to Superhuman instead of Beginner. The facts of the matter are that, while the overall difficulty of the game &#039;&#039;was&#039;&#039; increased, TFTD does manage to correctly keep track of which specific mode you&#039;re supposed to be playing in.&lt;br /&gt;
&lt;br /&gt;
=== Chrysallid / Tentaculat Difficulty Bug ===&lt;br /&gt;
&lt;br /&gt;
Stats of Chrysallids or Tentaculats that emerge from Zombies during combat have stats that ignore the difficulty level.&lt;br /&gt;
&lt;br /&gt;
=== Big Text Bug ===&lt;br /&gt;
There are a few bugs in XCOM, especially early versions, that can build up and make the game unstable enough that it crashes and prints out a screen full of green 40-column text, essentially debug or memory dump information useless to you.&lt;br /&gt;
&lt;br /&gt;
You can also forced a crash by pressing CTRL-C at the start of a new game (DOS only). If you don&#039;t have any missions automatically saved within the [[Game_Files#Missdat_Files|MISSDAT]] folder, you will get this big text to appear. Typically it is green for Enemy Unknown, and blue for Terror From The Deep. Other colours have been observed such as pink, purple, brown and yellow.&lt;br /&gt;
&lt;br /&gt;
In the dos version, the text that you see is simply a memory dump in mode-13h (the 320x200x256 colour screen resolution) and the text colour is based off the changes to the palette that the game made.  The batch file coordinating the two main programs [[Geoscape]] and [[Battlescape]] often succeeds in soldiering on after a crash.  In the Windows version of the game, the game simply crashes back to the desktop, unless you&#039;re using the [[XcomUtil]] split executable variant (which uses a batchfile).&lt;br /&gt;
&lt;br /&gt;
Some things which will tend to cause this problem:&lt;br /&gt;
* Overzealous use of Psi&lt;br /&gt;
&lt;br /&gt;
At least some of the instability crashes can be fixed by replacing the DOS/4GW dos extender with a later version from another DOS game. &lt;br /&gt;
&lt;br /&gt;
[http://syndicate.lubie.org/synd/html/synd_patches.php One of these], for example. Link to Syndicate fansite, instructions included.&lt;br /&gt;
&lt;br /&gt;
=== Losing My Favourite Game ===&lt;br /&gt;
&lt;br /&gt;
There is a check whether the &amp;quot;Has X-com received a financial warning?&amp;quot; flag has been raised. If no, a warning is issued and the flag is raised. If yes, then the game ends, and the flag is lowered. HOWEVER, this flag is erronously not connected to any particular savegame, it is global across all savegames. This allows strange results when saving and loading games.&lt;br /&gt;
&lt;br /&gt;
=== Celatid aim bug ===&lt;br /&gt;
&lt;br /&gt;
The Celatid typically misses. User Tycho has identified this is due to a bug that causes the Celatid to aim at the ground, rather than the middle of the target. The bug is being fixed in UFO Extender. The same bug may apply to the same grenade-like weapon routine used in TFTD.&lt;br /&gt;
:The Celatid attack uses the routine for throwing items and it defaults to using the maximum &amp;quot;depth&amp;quot; of a layer. This is usually fine since all other thrown objects that do damage cause explosions so the z-axis is important only for determining the landing point.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 07:24, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Seeing the future&amp;quot; Graph Bug ===&lt;br /&gt;
&lt;br /&gt;
Noticed this in EU CE version, but probably it happens in every other, probably in TFTD too. If, for any case, you have graphs data for months you did not play yet, you will see numbers like 10240, 163780 etc. next to the vertical axis, and graphs will be totally garbled.&lt;br /&gt;
This can be fixed by hex-editing [[ALIEN.DAT]], [[XCOM.DAT]] and [[UIGLOB.DAT]] -- just fill the &#039;future&#039; with zeros.&lt;br /&gt;
&lt;br /&gt;
=== [[Game Files|Resource File]] Bugs ===&lt;br /&gt;
&lt;br /&gt;
There are several issues with both UFO and TFTD&#039;s resource files. These are far too numerous to list unfortunately. The [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ Game Folder Combo Patch] for UFO and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ USO Routes Fix] and [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix] for TFTD resolve these issues. [[User:Sherlock|Sherlock]] also has some additional fixes available.&lt;br /&gt;
&lt;br /&gt;
=== Saving and Loading Oddities ===&lt;br /&gt;
&lt;br /&gt;
It is possible to load an empty save game slot. Doing so will place the player at the beginning stages of the X-COM campaign however their base will be nowhere to be found on the globe. Sending an air craft out of the base will reveal it to be in the just off the coast of Africa. This is due to the game normally asking you to pick your first base location, however loading an empty save slot bypasses the routine causing the base to simply be placed on the globe&#039;s first &amp;quot;graph point&amp;quot; which happens to be off the coast of Africa. Actually attempting to play the bugged campaign will end in failure as, although things can be purchased, sold, researched, ect. like usual, your base does not exist as far an the game&#039;s engine is concerned. Any aircraft sent from the base cannot return to it, forcing the game into a stand still once you finish a battlescape mission. This bug does not affect [[TFTD]] as selecting an empty save simply dumps you back to the previous screen, regardless of whether that&#039;s the current game or the main menu.&lt;br /&gt;
&lt;br /&gt;
Similarly, if you create a new base then select it in the bases menu and then immediately reload to a previous save prior to building it and open the bases menu again you will be greeted with a base screen full of [[Access Lift|Access Lifts]]. If you look at the base selection bar at the top you will notice the slot the the new base once occupied will be currently selected, though oddly empty. This is caused by the game not actively resetting the &amp;quot;selected base&amp;quot; variable unless the geoscape is restarted (either by quitting or entering a battlescape mission). Access Lifts fill the empty base due to the game not being designed to display a completely empty base grid and because they are the &amp;quot;default&amp;quot; base module type, being the first one that&#039;s always built upon creating a new base. Unlike the previous, this bug is a harmless visual anomaly. Simply selecting one of the filled base slots returns everything to normal.&lt;br /&gt;
&lt;br /&gt;
==Utility bugs==&lt;br /&gt;
&lt;br /&gt;
These are not bugs in X-Com itself, but in utilities often used with it. They are included for completeness.&lt;br /&gt;
&lt;br /&gt;
* [[Small window bug]]&lt;br /&gt;
&lt;br /&gt;
=== XComUtil Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
A problem similar to the Alien Inventory Stacking Bug can also occur for X-COM Soldiers, when using XComUtil.  The algorithm used to assign weapons in XComUtil MUST assign all weapons to troops, so if there are more weapons than soldiers, excess weapons are stacked onto the leg slot of the first soldier in the dropship.  This was a deliberate choice by Scott Jones to make this encumbrance obvious to the player.  This can be readily corrected in the &amp;quot;equip soldiers&amp;quot; screen before a mission.  Else, see &amp;quot;Alien Inventory Bug&amp;quot;, above.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
=== [[Known Bugs (TFTD)]] ===&lt;br /&gt;
For bugs that &#039;&#039;&#039;only&#039;&#039;&#039; affect X-COM: Terror From The Deep.&lt;br /&gt;
&lt;br /&gt;
[[Category: Oddities and bugs]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=87081</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=87081"/>
		<updated>2018-07-03T01:55:38Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* XcomUtil&amp;#039;s features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration (see also [[Known Bugs#XComUtil Inventory Stacking Bug|Inventory Stacking Bug]]).&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]] ([[Dye Grenade]] rebalancing only available in 9.7, for earlier use [http://www.strategycore.co.uk/files/dye-grenade-fix/ Dye Grenade Fix]).&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Has an option to fix TFTD research bugs.&lt;br /&gt;
*Has an option to restore old pre-1.4 Enemy Unknown sounds (9.7 only, for earlier use the [http://www.strategycore.co.uk/files/ufo-voices-patch-dos-ce-version/ Voices Patch]).&lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat.&lt;br /&gt;
*Option to fix research tree bugs in TFTD thanks to integration of Blade&#039;s [http://www.xcomufo.com/forums/index.php?showtopic=8742 Research Bug Fixer] (9.7 only, for earlier use the [[TRTBAG]] or hack the fixer into earlier versions by downloading a copy of 9.7 and finding it&#039;s &#039;&#039;ResFix.exe&#039;&#039; inside the \bin folder, copying the exe to the location of xcomutil and adding it to the &#039;&#039;xcuhook4.bat&#039;&#039;; compatibility not guaranteed with latter method).&lt;br /&gt;
*Offers a fix for the [[Known Bugs#Base Disjoint Bug|Base Disjoint Bug]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Option to fix a number of bugs in maps, terrain and routes (9.7 only, for earlier use [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ UFO Combo Patch] and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ TFTD USO Routes Fix] + [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix]).&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
You can also hack support for this into XcomUtil Undo (see Original Ships) by adding the following under &amp;lt;code&amp;gt;:nosrvy&amp;lt;/code&amp;gt; in &#039;&#039;xcuundo.bat&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::::: Restore X-COM Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the X-COM bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noxbase&lt;br /&gt;
copy maps\xbase_**.xcu maps\xbase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\xbases**.xcu maps\xbases**.map &amp;gt;nul&lt;br /&gt;
:noxbase&lt;br /&gt;
&lt;br /&gt;
::::: Restore Alien Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the Alien bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noabase&lt;br /&gt;
copy maps\ubase_**.xcu maps\ubase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\a_base**.xcu maps\a_base**.map &amp;gt;nul&lt;br /&gt;
:noabase&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=87080</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=87080"/>
		<updated>2018-07-03T01:49:13Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* XcomUtil&amp;#039;s features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration (see also [[Known Bugs#XComUtil Inventory Stacking Bug|Inventory Stacking Bug]]).&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]] ([[Dye Grenade]] rebalancing only available in 9.7, for earlier use [http://www.strategycore.co.uk/files/dye-grenade-fix/ Dye Grenade Fix]).&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Has an option to fix TFTD research bugs.&lt;br /&gt;
*Has an option to restore old pre-1.4 Enemy Unknown sounds (9.7 only, for earlier use the [http://www.strategycore.co.uk/files/ufo-voices-patch-dos-ce-version/ Voices Patch]).&lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat.&lt;br /&gt;
*Option to fix research tree bugs in TFTD thanks to integrating of Blade&#039;s [http://www.xcomufo.com/forums/index.php?showtopic=8742 Research Bug Fixer] (9.7 only, for earlier use the [[TRTBAG]] or add the fixer to by downloading a copy of 9.7 and finding it&#039;s &#039;&#039;ResFix.exe&#039;&#039; inside the \bin folder, copying the exe to the location of xcomutil and adding it to the &#039;&#039;xcuhook4.bat&#039;&#039;; compatibility not guaranteed with latter method).&lt;br /&gt;
*Offers a fix for the [[Known Bugs#Base Disjoint Bug|Base Disjoint Bug]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Option to fix a number of bugs in maps, terrain and routes (9.7 only, for earlier use [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ UFO Combo Patch] and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ TFTD USO Routes Fix] + [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix]).&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
You can also hack support for this into XcomUtil Undo (see Original Ships) by adding the following under &amp;lt;code&amp;gt;:nosrvy&amp;lt;/code&amp;gt; in &#039;&#039;xcuundo.bat&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::::: Restore X-COM Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the X-COM bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noxbase&lt;br /&gt;
copy maps\xbase_**.xcu maps\xbase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\xbases**.xcu maps\xbases**.map &amp;gt;nul&lt;br /&gt;
:noxbase&lt;br /&gt;
&lt;br /&gt;
::::: Restore Alien Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the Alien bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noabase&lt;br /&gt;
copy maps\ubase_**.xcu maps\ubase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\a_base**.xcu maps\a_base**.map &amp;gt;nul&lt;br /&gt;
:noabase&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=86683</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=86683"/>
		<updated>2018-05-09T22:26:05Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* XcomUtil&amp;#039;s features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration (see also [[Known Bugs#XComUtil Inventory Stacking Bug|Inventory Stacking Bug]]).&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]] ([[Dye Grenade]] rebalancing only available in 9.7, for earlier use [http://www.strategycore.co.uk/files/dye-grenade-fix/ Dye Grenade Fix]).&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Has an option to fix TFTD research bugs.&lt;br /&gt;
*Has an option to restore old pre-1.4 Enemy Unknown sounds (9.7 only, for earlier use the [http://www.strategycore.co.uk/files/ufo-voices-patch-dos-ce-version/ Voices Patch]).&lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat.&lt;br /&gt;
*Option to fix research tree bugs in TFTD (9.7 only, for earlier use the [[TRTBAG]] or download a copy of 9.7 and find it&#039;s &#039;&#039;ResFix.exe&#039;&#039; inside the \bin folder, copy the exe to the location of xcomutil and add it to the &#039;&#039;xcuhook4.bat&#039;&#039;; compatibility not guaranteed with this method).&lt;br /&gt;
*Offers a fix for the [[Known Bugs#Base Disjoint Bug|Base Disjoint Bug]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Option to fix a number of bugs in maps, terrain and routes (9.7 only, for earlier use [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ UFO Combo Patch] and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ TFTD USO Routes Fix] + [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix]).&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
You can also hack support for this into XcomUtil Undo (see Original Ships) by adding the following under &amp;lt;code&amp;gt;:nosrvy&amp;lt;/code&amp;gt; in &#039;&#039;xcuundo.bat&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::::: Restore X-COM Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the X-COM bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noxbase&lt;br /&gt;
copy maps\xbase_**.xcu maps\xbase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\xbases**.xcu maps\xbases**.map &amp;gt;nul&lt;br /&gt;
:noxbase&lt;br /&gt;
&lt;br /&gt;
::::: Restore Alien Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the Alien bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noabase&lt;br /&gt;
copy maps\ubase_**.xcu maps\ubase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\a_base**.xcu maps\a_base**.map &amp;gt;nul&lt;br /&gt;
:noabase&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=86675</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=86675"/>
		<updated>2018-05-09T16:17:21Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* But I Don&amp;#039;t Want Some Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration. [[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]] ([[Dye Grenade]] rebalancing only available in 9.7, for earlier use [http://www.strategycore.co.uk/files/dye-grenade-fix/ Dye Grenade Fix]).&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Has an option to fix TFTD research bugs.&lt;br /&gt;
*Has an option to restore old pre-1.4 Enemy Unknown sounds (9.7 only, for earlier use the [http://www.strategycore.co.uk/files/ufo-voices-patch-dos-ce-version/ Voices Patch]).&lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat. &lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Option to fix a number of bugs in maps, terrain and routes (9.7 only, for earlier use [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ UFO Combo Patch] and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ TFTD USO Routes Fix] + [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix]).&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
You can also hack support for this into XcomUtil Undo (see Original Ships) by adding the following under &amp;lt;code&amp;gt;:nosrvy&amp;lt;/code&amp;gt; in &#039;&#039;xcuundo.bat&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::::: Restore X-COM Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the X-COM bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noxbase&lt;br /&gt;
copy maps\xbase_**.xcu maps\xbase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\xbases**.xcu maps\xbases**.map &amp;gt;nul&lt;br /&gt;
:noxbase&lt;br /&gt;
&lt;br /&gt;
::::: Restore Alien Bases&lt;br /&gt;
echo.&lt;br /&gt;
echo Do you want to restore the Alien bases (Y)&lt;br /&gt;
echo (remove the disjoint fix)&lt;br /&gt;
sdump * getresp yYnN y&lt;br /&gt;
if errorlevel 3 goto noabase&lt;br /&gt;
copy maps\ubase_**.xcu maps\ubase_**.map &amp;gt;nul&lt;br /&gt;
copy maps\a_base**.xcu maps\a_base**.map &amp;gt;nul&lt;br /&gt;
:noabase&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85692</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85692"/>
		<updated>2018-03-26T21:42:45Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* XcomUtil&amp;#039;s features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration. [[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]] ([[Dye Grenade]] rebalancing only available in 9.7, for earlier use [http://www.strategycore.co.uk/files/dye-grenade-fix/ Dye Grenade Fix]).&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Has an option to fix TFTD research bugs.&lt;br /&gt;
*Has an option to restore old pre-1.4 Enemy Unknown sounds (9.7 only, for earlier use the [http://www.strategycore.co.uk/files/ufo-voices-patch-dos-ce-version/ Voices Patch]).&lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat. &lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]] (was non-optional in 9.6 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Option to fix a number of bugs in maps, terrain and routes (9.7 only, for earlier use [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ UFO Combo Patch] and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ TFTD USO Routes Fix] + [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix]).&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=85683</id>
		<title>Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=85683"/>
		<updated>2018-03-21T02:05:08Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Other Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Construction Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
Base facilities built along the right or bottom edges of the base building area may end up being cut off from each other by dirt walls, a bug in the routine meant to keep soldiers from accidentally exiting the map edges during [[Base Defence]] missions. The dirt walls can be knocked down by Blaster Bombs or excessive amount of heavy plasma fire during combat but are otherwise unbreakable. &lt;br /&gt;
&lt;br /&gt;
[[image:bdb.gif|center|Base Disjoint Bug]]&lt;br /&gt;
&lt;br /&gt;
The walls marked in white are removed if there is an adjacent module. All green modules are not affected while the yellow modules are. The red module will be sealed off completely if anything smaller than a hangar is placed here at any given time. &lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] works around this problem by stripping out the walls entirely in all the base modules.&lt;br /&gt;
&lt;br /&gt;
The bug can be profitable if the hangars and the lift are accessible only through in these areas - you can gather and supply all your soldiers heavily without aliens interfering, then knock a hole in the wall and cover the area with explosives and blaster launcher fire.&lt;br /&gt;
&lt;br /&gt;
===Displayed Base Maintenance Costs===&lt;br /&gt;
Although X-COM charges the right monthly fees for base modules, the maintenance fee displayed &#039;&#039;in the base info screen&#039;&#039; is always wrong. The displayed number is actually based on the placement within the base grid, &#039;&#039;&#039;not&#039;&#039;&#039; the price displayed in the in-game UFOpaedia. However, at the end of the month, the right fee is deducted. For more information, see [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]]. The Geo finance Graph shows a correct maintenance summary ([[LIGLOB.DAT]], updated once a month). Also see the next section.&lt;br /&gt;
&lt;br /&gt;
===Paying For Dirt===&lt;br /&gt;
If you take down any facility in any base that you own and leave bare dirt, then you will continue to pay maintenance on it. But not at the old rate of whatever the facility cost per month, filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay 80k per month. Thats 320k per hangar you take down. There are only two known ways to stop paying this premium - if you completely dismantle the base you stop paying any money for it, or if you build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete.&lt;br /&gt;
&lt;br /&gt;
It is also possible to stop the 80k per month charge by hex editing the base.dat file in the save game.  If you change the byte that indicates the number of days until the destroyed module from 00 to ff, you no longer pay for the dirt.&lt;br /&gt;
&lt;br /&gt;
If you start a facility and change your mind before it is complete, after the time when it would have completed you will start paying this 80k premium on that land as well.&lt;br /&gt;
&lt;br /&gt;
Note that this also applies to facilities that have been destroyed due to battle damage in [[Base Defence]] missions. If you have lost a facility in a base defence mission and you cannot afford to replace the original facility, consider building something cheap here to keep down this bug.&lt;br /&gt;
&lt;br /&gt;
===Base Facility Dismantle-Construction Crash===&lt;br /&gt;
In the Collectors Edition version, dismantling a facility while its construction is in progress can cause a crash when a second facility on another base square completes its construction.  To work around this, dismantle a facility only after its construction is complete.  If you have already dismantled such a facility, build something like a general stores on the same square to avoid the crash.  It is not known if this crash happens intermittently or always, or if it happens on most versions of the game or just the Collectors Edition.&lt;br /&gt;
&lt;br /&gt;
===Radar Stacking===&lt;br /&gt;
Despite the &amp;quot;Short Range&amp;quot; and &amp;quot;Long Range&amp;quot; detection bars displayed on each base&#039;s Information screen, only one radar of each type will be used at each base. Building additional radars of the same type will have no effect. One short and one long are useful until the [[Hyper-wave Decoder|Hyper-Wave Decoder]] makes both of them obsolete.&lt;br /&gt;
&lt;br /&gt;
===Phantom Radar===&lt;br /&gt;
When you dismantle detection equipment such as a radar or hyperwave detector, the related detection ability of the base does not decrease until a new facility of some kind is built in that base. Until a new facility is completes building at that base, the base continues to use this &amp;quot;phantom radar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This bug allows you to &amp;quot;upgrade in place&amp;quot;, for example building a new Hyper-Wave Decoder over the top of an existing Large Radar, and retaining the detection capability of the Large Radar until the Hyper-Wave Decoder completes building. (Unless something else completes building first).&lt;br /&gt;
&lt;br /&gt;
===Fixes for Base Construction Bugs===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, [[XcomUtil]] prevents the Base Disjoint bug (crudely). The [[User:Spike#Base_Fixer|BaseFixer]] utility corrects the Paying for Dirt, Phantom Radar, and Radar Stacking bugs. BaseFixer can be used manually on saved game files, or automatically via XcomUtil&#039;s hook mechanism.&lt;br /&gt;
&lt;br /&gt;
All these issues are also fixed by [[UFOextender]].&lt;br /&gt;
&lt;br /&gt;
==Geoscape Bugs==&lt;br /&gt;
&lt;br /&gt;
===First Radar Detection Data bug===&lt;br /&gt;
When a UFO is detected by a radar, you get certain data on it depending on the type of radar that detected it.  If the UFO later enters the range of another radar while staying in the range of the first, you will continue to get the initial data given, even if the new radar is more powerful than the first!  So if you detect a craft with a [[Small Radar System]], then the UFO moves into the range of a [[Hyper-wave Decoder]], clicking on the UFO will only give you the data as if the Small Radar detected it, so long as it remains in the Small Radar range!  In effect, the data you get about a UFO is determined when you first detect it, and not changed after that until you lose detection on the craft with the radar that first detected it.&lt;br /&gt;
&lt;br /&gt;
This bug most commonly shows up when a UFO is first detected by a patrolling aircraft and then remains in the range of the aircraft while also entering the range of a Hyper-Wave Decoder.&lt;br /&gt;
&lt;br /&gt;
=== Minimized Interceptor Bug ===&lt;br /&gt;
One fairly consistent cause of crashes is saving the geoscape game during a UFO standoff, with a [[UFO Interception]] window minimized to an icon. The next mission after that point will likely dump you to the green text screen, and perhaps an earlier battlescape mission instead of the proper one. What it seems to do is zoom back out of the combat too far when the fight is over, eventually causing the crash once it has gone a couple of steps further than it normally allows you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Open up [[UIGLOB.DAT]] in a hex editor. Change hex offset 0x06 to 00. This will reset the number of minimized interceptor windows to zero. Your interceptor unit can be selected to either return to base or continue on to complete its ground assault mission. &#039;&#039;NOTE: Make sure to back up your save game before editing it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- I was able to recover from this state by quickly sending in another interceptor ([[Firestorm]]) to take over, which allowed my first interceptor ([[Avenger]]) to break off and go home without crashing the game again. After the shootdown I overwrote the buggy savegame. --[[User:JellyfishGreen|JellyfishGreen]] 03:11, 22 Aug 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This happened to me also. I fixed it by replacing &amp;quot;[[UIGLOB.DAT]]&amp;quot; in the save folder with the same file from another saved game (from the same campaign a month earlier) [[User:bylund|bylund]] 00:15, January 12, 2007 (GMT+01)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interceptions: Last Shot Always Misses ===&lt;br /&gt;
When using Cautious attack when [[UFO Interception|intercepting a UFO]], your craft will stay at the maximum range of your longest-range weapon.  When using Standard attack, your craft will stay at the maximum range of your shortest-range weapon.  (Usually players use two weapons of the same type, so Cautious and Standard attack will behave the same in this regard.)&lt;br /&gt;
&lt;br /&gt;
As soon as the craft fires its last shot (expending all its ammo), it will drop back to &amp;quot;Standoff&amp;quot; range (70km).  This will make it appear that the UFO has backed away while the last missile(s) are in-flight, causing them to miss.  &lt;br /&gt;
&lt;br /&gt;
In order to hit a UFO with your last salvo of missiles (Stingrays, Avalanches, or Fusion Balls), you must switch to &amp;quot;Aggressive&amp;quot; attack before the last salvo reaches the UFO.  This will cause your craft to close in with the UFO, allowing the missiles to be in range when they reach the UFO.  However, Aggressive attacks will also bring you within range of the UFO&#039;s weapons, so you should hit the &amp;quot;Disengage&amp;quot; button as soon as the last salvo hits.&lt;br /&gt;
&lt;br /&gt;
===Elerium-fueled Craft Bug===&lt;br /&gt;
A [[Skyranger]] or [[Interceptor]], once dispatched, will return to base when its fuel supply has dropped to a level that it will only have just enough fuel to return to base.  Craft fueled by Elerium-115, however, will always report the &amp;quot;Low Fuel&amp;quot; message as soon at the fuel supply is 50% depleted, no matter where they are on the globe.  This significantly shortens the already minute time that a [[Firestorm]], [[Lightning]], or [[Avenger]] can be dispatched to patrol.&lt;br /&gt;
&lt;br /&gt;
===Medic Research Bug===&lt;br /&gt;
&lt;br /&gt;
The array holding live alien and autopsy data to randomly provide when an alien Medic is researched is four bytes too short. What this means in practice is that if you interrogate an alien Medic before you have at least two of these topics unlocked, the game will crash. To avoid this bug, do not research any alien Medics until you have performed either: a) two alien autopsies, b) an alien autopsy and an alien interrogation, or c) two alien interrogations of different species.&lt;br /&gt;
&lt;br /&gt;
===Never-ending Retaliation Bug===&lt;br /&gt;
Some times the aliens will send a [[battleship]] on a [[Alien_Retaliation|retaliation mission]] to the &amp;quot;wrong&amp;quot; base. F.ex: the [[Hyper-wave_Decoder|hyper-wave decoder]] may report its destination as South East Asia, but the ship will actually fly to your base in North America and attack it.&lt;br /&gt;
&lt;br /&gt;
Even if the battleship succeeds in getting past the base defences and its crew is subsequently defeated, the aliens won&#039;t &amp;quot;forget&amp;quot; the base&#039;s location as they normally do and instead keep sending another battleship every week or so. If your base is constructed with [[Base_Layout_Strategy|defendability]] in mind and crewed by experienced operatives this will net you heaps and heaps of alien weapons, corpses and prisoners very quickly. The downsides are, of course, playing the same base defence mission over and over again and having to maintain a garrison there at all times.&lt;br /&gt;
&lt;br /&gt;
More research is needed to find out what causes this bug, but it &#039;&#039;could&#039;&#039; have something to do with [[Mind_Shield|mind shields]] being finished between the scouting and assault parts of the aliens&#039; retaliation mission.&lt;br /&gt;
&lt;br /&gt;
=== Early Base Defence bug ===&lt;br /&gt;
&lt;br /&gt;
XBASE.DAT has 12 entries for each valid mission zone.  However, the initialization routine for a new game only resets the first 8 entries. If some of these entries have leftover data from a previous game, this may spawn an alien [[Battleship]] attacking the location specified, usually your first base. This results in an unprovoked [[Base Defence]] mission, within the first two weeks of the new game! (Normally, the aliens don&#039;t try to attack your bases unless you intercept UFOs, and they have to [[Alien Retaliation|search for a base]] before a Battleship can be deployed to assault it.)&lt;br /&gt;
&lt;br /&gt;
=== Cash Rollover Bug ===&lt;br /&gt;
&lt;br /&gt;
When your cash balance goes over $2,147,483,647, it will rollover and become  $-2,147,483,647. Which means your game is done for, unless you use an editor. Fortunately, by the time you accumulate this much cash, you have usually completed all necessary research to win the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When the game was written, the largest unit that a programmer had available was 32-bits. The programmers did not make this unsigned so the largest amount that could be stored is 2 ^ 31 - 1, which is 2147483647. Incrementing this causes it to overflow to a negative number due to [https://en.wikipedia.org/wiki/Two&#039;s_complement Two&#039;s complement arithmetic]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Battlescape Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Load bug after successful mission ===&lt;br /&gt;
After you finish a game you have saved and load the same game file again - the alien side goes first! I think it may be caused when you succesfully complete the mission and you get a notification like that the alien has died beacuse of no alien containment. The game still thinks that it is the aliens&#039; turn. So when I load the mission again- the aliens move first. If you load the same saved game again it will be OK. [[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
===Time Units Missing===&lt;br /&gt;
Very rarely when you end your first turn and all your units are inside the Skyranger in the next turn they all only have 4 time units remaining.&lt;br /&gt;
&lt;br /&gt;
=== Faulty Large Units ===&lt;br /&gt;
If you move a tank off a northward facing ledge, the rest of the tank will sink into a wall (if there is one), and cause the tank to get stuck. This won&#039;t happen if the tank moves off a south facing ledge as the primary quarter will fall after the rest of the tank. Aliens can also get stuck this way.&lt;br /&gt;
&lt;br /&gt;
Another, potentially annoying bug occurs when a large unit&#039;s graphics become messed up. During a base defence mission, a rocket tank may end up looking like 4 silacoids bunched together.&lt;br /&gt;
&lt;br /&gt;
===Unconscious Units are items===&lt;br /&gt;
This is actually an intentional programming choice... but it leads to several consequences which are bugs.&lt;br /&gt;
&lt;br /&gt;
Firstly, any unconscious unit can be killed instantly by even a weak explosion, like being nearby an exploding AC-HE shell... even a Muton with 125 Health or an X-com agent in Flying Armor whose high armor ratings normally make him immune to AC-HE damage.&lt;br /&gt;
Secondly, no experience is gained for killing enemies in this manner.&lt;br /&gt;
&lt;br /&gt;
You can prevent an unconscious unit&#039;s death from an explosion by picking it up... if a blaster bomb strikes the carrier and kills him, the unconscious unit will safely fall to the floor, unharmed.&lt;br /&gt;
&lt;br /&gt;
Unlike a conscious unit (not wearing x-com armor), an unconscious unit can laze about in the middle of a fire without taking damage, since a UNIT standing in fire takes damage, but an unconscious unit is an item, which all ignore fire.&lt;br /&gt;
&lt;br /&gt;
Forcing an MCed alien to pick up an unconscious X-com agent and carry him in its right hand can cause weird things to occur when you release the mind control. I think the game might crash when the alien tries to shove the agent into its magic pocket.&lt;br /&gt;
&lt;br /&gt;
If a non-flying unconscious unit wakes up while being carried by a flying unit, it will gain some sort of temporary hover ability. (I once placed an unconscious Chryssalid in my flying agent&#039;s backpack. A few turns later, some growls and screams were heard from overhead.)&lt;br /&gt;
&lt;br /&gt;
Save space! Each conscious unit takes up 1 tile (4 tiles for large units). An unconscious unit does not use up the tile... this might conceivably be useful if you wanted to abort a mission, but several panicked units were preventing other agents from boarding the skyranger...  &lt;br /&gt;
X-com agents refuse to ride piggyback or be picked up while conscious. So, if you want a non-flying unit to reach an 2nd floor place with no stairs or elevator, you will have to knock him out, then either throw him up, or have a flying unit pick him up and drop him... and presumably administer stimulant.&lt;br /&gt;
&lt;br /&gt;
This also leads to the INVISIBLE UNIT glitch. Frequently happens during Base Defence missions, since the item table is usually maxed out. Basically, the item table is so full that killed units do not leave corpses. However, this also means that unconscious units do not turn into  the Unconscious Unit item. The KOed unit will disappear from sight, but will still be visible as a red number and as a blue/yellow dot on overhead map. Since the unit is still a unit and not an item, you will be able to shoot it with projectile weapons and kill it. ALSO, this method enables you to raise any unit&#039;s stun bar all the way to 255, since you can still increase the stun meter, despite them already being unconscious. If you this bug occurs and interferes with your goal (capturing enemy Commander), the way to go is to destroy some of your items with explosion.&lt;br /&gt;
&lt;br /&gt;
===Funky Fire===&lt;br /&gt;
If a unit (alien or friendly) is on fire or standing in flames, an [[Incendiary]] explosion &#039;&#039;anywhere else on the map&#039;&#039; will do a small amount of damage to it, even if you just shoot an IC round at a random patch of ground. &lt;br /&gt;
&lt;br /&gt;
Similarly, if a unit (friendly units only) is standing in smoke when an incendiary explodes, it will take stun damage. This makes the combination of incendiary munitions and smoke quite hazardous until such time as all troops are armored.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;There is a [[Talk:Incendiary#Incendiary_Bug|working hypothesis]] for&amp;lt;/s&amp;gt; The cause of this bug is that each and every Incendiary explosion triggers the &amp;quot;Smoke and Fire&amp;quot; routine: applying fire damage, applying stun damage from smoke, calculating fire and smoke spreading, and &amp;quot;catch on fire&amp;quot; checks for units in fire.  &lt;br /&gt;
&lt;br /&gt;
Note that X-Com units wearing any kind of armor are immune to fire damage and IC-induced stun damage. Xcom HWPs are immune to stun, but take 40% damage from Incendiaries and WILL get killed quite efficiently by funky fire.&lt;br /&gt;
&lt;br /&gt;
===Tanks have full ammo during Base Defence===&lt;br /&gt;
HWPs in Enemy Unknown/UFO Defense and SWS in Terror From the Deep will always have full ammunition during a Base Defence mission even if there is not enough ammunition in storage to have them fully armed. &lt;br /&gt;
&lt;br /&gt;
This occurs because tanks are always initialised with full ammunition when they are spawned in the battlescape. However, the game does not make the necessary adjustments to their ammunition supplies and leaves them fully armed. Any ammunition that was in storage will be consumed normally. &lt;br /&gt;
&lt;br /&gt;
After the battle, any left over ammunition will be recovered and added to stores. If a base is regularly attacked, this can be [[ExploitsA#Free_Ammo_for_Tanks|exploited]] to create large amounts of ammo for free by sending away all of the ammunition to another base after each battle (particularly for Hovertanks/Launcher and Displacers/P.W.T., since their ammunition must otherwise be manufactured from alien materials).&lt;br /&gt;
&lt;br /&gt;
Note that this bug will arm a [[Coelacanth/Gauss]] in Terror From the Deep, but you will not recover any ammunition from it due to its own specific arming bug.&lt;br /&gt;
&lt;br /&gt;
=== Collectors Edition Blaster Bomb Bug ===&lt;br /&gt;
&lt;br /&gt;
Also known as Vertical Waypoint Blaster Bomb Bug. &lt;br /&gt;
&lt;br /&gt;
In the Collectors Edition of UFO, the [[Blaster Launcher]] has a bug that prevents it from going up or down on the same tile. Or in other words, you cannot change the elevation of the missile vertically on the same tile. &lt;br /&gt;
&lt;br /&gt;
Instead of flying down (or up) to the next waypoint, it will instead fly directly to the south at the pivot waypoint. Relative to the screen, this would be the lower left side of the screen. &lt;br /&gt;
&lt;br /&gt;
This does not happen if you plot the waypoints at an angle. Or, if the blaster bomb flies right off the map, it will reappear at the proper waypoint as long as  there are additional waypoints placed after the vertical move. The bug makes it impossible to fire Blaster Bombs up or down elevator shafts. Aliens are also affected by this bug. &lt;br /&gt;
&lt;br /&gt;
The Blaster Bomb bug in turn permits the [[Tactical Exploits#Milking Alien Bases|Elevator Shielding - Base Milking Exploit]], which provides unlimited risk-free experience and ultra-low-risk booty, so fixing it is a Good Thing. Base Milking in general is a legitimate tactic, but doing Base Milking risk-free via the Elevator Shielding is just an exploit.&lt;br /&gt;
&lt;br /&gt;
This bug also applies to the [[Disruptor Pulse Launcher]] in TFTD.&lt;br /&gt;
&lt;br /&gt;
===Blaster Launcher Dud Shells Bug===&lt;br /&gt;
&lt;br /&gt;
Shots which have only one waypoint, or explode before reaching their first waypoint, leave the Blaster Launcher showing 0 rounds, but still containing a dud shell which must be unloaded before the launcher can be reloaded. On earlier versions of the game (pre-Win CE) this also happens with reaction fire, and with 1-waypoint shots that fly off the map. &lt;br /&gt;
&lt;br /&gt;
=== The trouble with Mines in General === &lt;br /&gt;
&lt;br /&gt;
Proximity mines are strangely implemented in UFO and TFTD. While they behave as you would expect them to half of the time, the mines do not behave like conventional weapons. &lt;br /&gt;
&lt;br /&gt;
First, experience attribution is awarded to the person that sets off the mine. &lt;br /&gt;
&lt;br /&gt;
Secondly, the armed states for [[Proximity Grenade]]s in both UFO and TFTD are NOT stored in save games. If a proximity grenade is primed, then the game is saved and reloaded, the grenade will not only not go off as it should, but the &amp;quot;Prime Grenade&amp;quot; action will still be absent, so it&#039;s impossible to re-arm it.&lt;br /&gt;
&lt;br /&gt;
=== Grenade Timer Behaviour === &lt;br /&gt;
&lt;br /&gt;
A primed explosive (Grenade, High Explosive, Alien Grenade) will not explode if it&#039;s still in your inventory (hand, belt etc) when the timer runs out. It will only detonate when it&#039;s on the ground. If your soldier falls unconscious or gets killed, the primed explosive will be counted as being on the ground. Then it will blow up, likely taking out your gear and body. This &#039;feature&#039; allows for the hot potato or [[Grenade Relay]] strategy which is fairly unique to X-COM where a live grenade well past its use-by date can be passed from squad member to squad member. &lt;br /&gt;
&lt;br /&gt;
For a more a detailed explanation on detonation conditions, see [[Understanding Grenades]].&lt;br /&gt;
&lt;br /&gt;
=== Mountain Map ===&lt;br /&gt;
Due to a bug in the way this tileset was created, when you shoot the ground, it doesn&#039;t burn up - it turns into a tree stump.&lt;br /&gt;
&lt;br /&gt;
Because the stump is on object, as opposed to actual ground, any objects that were in the tile already (for example, UFO hulls or the landing gear of your craft) get replaced by these stumps, making it seem as if they were destroyed.&lt;br /&gt;
&lt;br /&gt;
Tree stumps don&#039;t take much damage, so they often get burnt up immediately if an explosive goes off, leaving nothing but burnt ground behind. It is easier to view the effects of this bug by shooting the ground instead.&lt;br /&gt;
&lt;br /&gt;
For more details, see [[Explosions#Mile-High_Madness|Mountain Madness]].&lt;br /&gt;
&lt;br /&gt;
=== What just exploded? ===&lt;br /&gt;
In some versions of the game, a bug allows an armed proximity mine to transfer its properties to some other item in the next mission, which then may explode unexpectedly.  (If the item is left on the floor of the XCOM craft, it will explode as you walk past it.)  This problem can be rectified by reloading the game -- as a precaution, save before you move your first soldier.&lt;br /&gt;
&lt;br /&gt;
=== Door jam ===&lt;br /&gt;
If a door is open when a game is saved on the Battlescape and that game is subsequently restored, the door will remain open for the remainder of that mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MIA Bugs ===&lt;br /&gt;
&lt;br /&gt;
The routine which checks whether units are &amp;quot;Missing in Action&amp;quot; or not has several bugs in it. Specifically:&lt;br /&gt;
&lt;br /&gt;
* Soldiers that have been [[Psionics|mind-controlled]] and not yet returned to X-Com control (whether by mind-control on the final turn, or because they were stunned while mind-controlled and haven&#039;t woken up yet) will be listed as MIA and permanently lost.&lt;br /&gt;
&lt;br /&gt;
* If you abort a mission while aliens are under X-COM mind-control, you will be penalised for any mind-controlled aliens outside the exit area as though they were MIA (-20 points each). In PlayStation versions of the game, this does not occur as all mind-controlled aliens at mission end are considered captured.&lt;br /&gt;
&lt;br /&gt;
* The only action which resets the location of unconscious soldiers, for the purposes of the MIA algorithm, is &#039;&#039;&#039;dropping&#039;&#039;&#039;. As such, soldiers carried or thrown back into the dropship and not subsequently dropped inside will be listed as MIA and permanently lost, while soldiers stunned or dropped inside the dropship and carried or thrown outside will be recovered safely.&lt;br /&gt;
&lt;br /&gt;
===20 Proximity Grenade Limit===&lt;br /&gt;
&lt;br /&gt;
The array used to denote armed [[Proximity Grenade]]s is limited to 20 entries, meaning you are limited to 20 active mines at a time.  The 21st and subsequent Proximity grenades can be primed like normal and will give appropriate messages, but they will not detonate even when the normal trigger conditions are met.  Note that Proximity Mines that have detonated or otherwise been destroyed are removed from the array, freeing up positions; the limit is 20 ACTIVE Proximity Grenades at one time.  In normal gameplay, this is probably not a restriction, in light of the [[Known_Bugs#80-Item_Limit|80 Item Limit]], since you&#039;d need to have more than 1/4th of the cargo space in the dropship filled with Proximity Grenades.&lt;br /&gt;
&lt;br /&gt;
===Base Defence Elerium bug===&lt;br /&gt;
&lt;br /&gt;
On DOS versions of UFO Defense, Elerium pods may spawn as items from the base stockpile during a Base Defence bug.  Each pod represents 50 units of Elerium and will be normally collected after the mission, same as any other item such as Heavy Lasers or Blaster Bombs. HOWEVER. The program will potentially generate 1 elerium POD for every 1 UNIT of elerium in your inventory. Thus, if you had only 10 lasers and 50 Elerium listed in your Sell screen, you would see 10 lasers and 50 Elerium Crystals in your Soldier Equip Screen, which would translate to 50 Elerium pods and 10 lasers scattered around your base. This equals 2500 Elerium, BTW. You basically have the potential to multiply your elerium stocks by 50.&lt;br /&gt;
&lt;br /&gt;
===Berserk HWP crashes the game===&lt;br /&gt;
&lt;br /&gt;
Admittedly, this is unlikely to arise under normal play. But, anyhow, your HWPs can only lose morale by killing friendly units. Not much for each unit killed, either. Anyhow, a berserk HWP will crash the game. (except for the Hovertank/Launcher, which does not fire when it goes berserk.)&lt;br /&gt;
Likewise, if you MC a cyberdisc or Sectopod and have it kills lots of aliens, it&#039;ll go berserk and crash the game. The error happens because of an oversight from the developers: the built-in weapons of HWP are handled differently from handed weapons, no OBDATA.DAT entries exist for them. The berserk code will try to access the nonexistent entry, resulting in a crash. The Celatid has yet to be tested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The part about HWPs only losing morale by blue-on-blue isn&#039;t true: I had a rocket tank go berserk on me in a terror mission when a floater blew up my whole force with a single grenade in the first alien turn. The game crashed alright; I have the CE version with UFOextender.--[[User:Amitakartok|amitakartok]] 08:24, 11 January 2012 (EST)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Unless my memory is playing tricks on me, I clearly remember an very bizarre incident like yours but where the rocket HWP panicked (all other X-COM units had just been killed) but the game didn&#039;t crash (I play the DOS version) and the tank shot all its rockets randomly until it ran out of ammo. I remember that its TU numbers being while firing showed 255 TUs or some other impossible value (I hadn&#039;t done any manual edits). I don&#039;t remember if it crashed at the end but it did fire!&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
::&#039;&#039;And this reminds me of yet another panicked HWP incident but involving a Cannon HWP. I was expecting it to waste all its ammo (based on my previous experience) but it only fired a few shots and the TU level didn&#039;t went up crazy.&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
===Limited Unit Slots - Battlescape Crash===&lt;br /&gt;
&lt;br /&gt;
This tends to arise during Base Defence Missions. The game is was designed to be limited to 40 soldiers/hovertanks and XXXX aliens for a total of XXXX . Having a full complement of soldiers during a Superhuman difficulty base defence will max out these limits. Thus when either side starts playing around with mind control too much, something goes wrong causing the entire game to crash.&lt;br /&gt;
It might also be something to do with maximum items on the battlescape.&lt;br /&gt;
In any case, the workaround seems to be killing aliens and destroying items on the battlescape... doesn&#039;t always work, but it seems to help.&lt;br /&gt;
You might want to make several in-battle saves for these situations, even if you normally play Ironman mode.&lt;br /&gt;
&lt;br /&gt;
===Left arm fatal wound instead of torso (energy penalty)===&lt;br /&gt;
&lt;br /&gt;
According to UFO Defence [http://cdn.steampowered.com/Manuals/7760/x-com%20ufo%20defense%20manual.pdf manual], torso fatal wounds affect energy replenish rate, which is logical. But in the game fatal wounds of the &#039;&#039;&#039;left arm&#039;&#039;&#039; affect energy replenish rate, &#039;&#039;&#039;not the torso&#039;&#039;&#039;. Which is an obvious coding bug (though not a fatal one).&lt;br /&gt;
&lt;br /&gt;
===Invisible Chryssalids===&lt;br /&gt;
&lt;br /&gt;
After reloading a saved game with a mission where zombies are present, the resulting Chryssalids might be invisible.  This only happens when zombies are present but all Chryssalids are either dead or KO.  This issues occurs because the load-game routine only loads graphics files for active units.  When the chryssalids&#039; files are loaded, the game also loads the files for zombies but this is not true in reverse.  [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
===Displayed Firing Accuracy penalties from Health loss===&lt;br /&gt;
&lt;br /&gt;
When one clicks on a wounded unit and examines its stat display, the unit&#039;s Firing Accuracy is shown to be lowered from its original value to (Original value * remaining health / total health). This is inaccurate; the actual effect is a much milder (Original value * (0.75 + 0.25 * remaining health / total health)). The displayed percentage accuracies when selecting a shot type are, however, correct.&lt;br /&gt;
&lt;br /&gt;
== Character Inventory Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Alien Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; When examining an Alien&#039;s inventory (via an Exploit), you will see that sometimes the alien will stack multiple items of equipment on the same slot - its right leg. It&#039;s not always obvious that there are multiple objects in the slot until you &#039;pick up&#039; the first object and can see other objects still in the slot. &lt;br /&gt;
Before you remove an item from the Alien&#039;s right leg, make sure you have enough time units to place it somewhere else. If you run out of time units, you will likely have to force a quit and cannot save your game. It &#039;&#039;&#039;may&#039;&#039;&#039; be possible to move the item to the left leg slot for 0 TUs, &#039;&#039;&#039;if&#039;&#039;&#039; the item will fit in that slot. If not, you will have to terminate the game. (Press ALT-TAB to get to any other window, then CTRL-ALT-DEL to bring up Task Manager, and then terminate the process that corresponds to the game).&lt;br /&gt;
&lt;br /&gt;
=== Item-stacking Bug ===&lt;br /&gt;
It is possible to put more than one item in a given spot.  When an item is stacked with a [[Stun Rod]], this can make it possible for X-COM soldiers to perform &amp;quot;melee&amp;quot; attacks.  See [[Item Stacking Bug]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Carrying Unconscious Units===&lt;br /&gt;
If one of your soldiers is carrying an unconscious unit in their hands and the unit either wakes up from stun or dies, they will be removed from the Inventory display, but will still appear to be in the carrying soldier&#039;s hands in the Battlescape.  Clicking on the phantom body in the Battlescape will crash the game!&lt;br /&gt;
This error can be easily cleared by switching to the Inventory screen and moving another item into the hand that used to be carrying the body.  Even swapping the gun to the other hand will do.  Refer to : [[Unconscious#Bug|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
===Disappearing Ammo===&lt;br /&gt;
Partially-used clips in alien or X-COM weapons disappear at the end of a mission. This dictates that you should try to use clips that are not full.  However, in DOS versions of the game, you can unload used clips to recover them as full clips with the tradeoff of all loaded clips (used or otherwise) will count as spent and disappear (this shouldn&#039;t seem to be a problem, until you start using blasters and will find that you&#039;re running out of ammo fast).  You can also use [[XcomUtil]] to recover partially used clips.  [[UFOextender]] will count up all the individual rounds of ammo present and repackage them into full clips at the end of a mission, so only the leftover ammo that cannot make a full clip is discarded. Even when used clips are discarded, you will still get credit ([[Scoring|score]]) at the end of missions for recovering them. &lt;br /&gt;
&lt;br /&gt;
When aborting a mission, any full clips loaded in any alien weapons brought back to the transport/access lift will not be recovered unless the clips are unloaded first. This includes [[Blaster Bomb]]s and [[Stun Bomb]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ammo Weight Bugs ===&lt;br /&gt;
&lt;br /&gt;
In general, the game engine handles the weight allocation of ammo/clips &#039;&#039;&#039;loaded into weapons&#039;&#039;&#039; very badly. There was a good design to handle ammo weight, but it was not properly implemented. As a result there is a set of bugs relating to ammo/clip weight and encumbrance that share overlapping causes and effects.&lt;br /&gt;
&lt;br /&gt;
==== Equip Phase Ammo Load Error ====&lt;br /&gt;
&lt;br /&gt;
The game routine for placing ammo into weapons at the beginning of the equip phase does not correctly set all object and unit values. It should set the ammo as loaded into the weapon, the weapon as being held by the soldier, and the map position of the weapon and the ammo as the same as the soldier. Looks like it does not do one or more of these things. Whatever values the game doesn&#039;t set, do get set if you manually load or reload the weapon, either during the equip phase, or during the game. &lt;br /&gt;
&lt;br /&gt;
Specifically, the game&#039;s auto-equip functions at the beginning of the equip phase fail to set offset 0x04 of the [[OBPOS.DAT]] record to point to the soldier who owns the ammo. These functions leave the value = 0xff, which implies &amp;quot;on the ground&amp;quot;. They also leave the ammo location as being the equipment pile, rather than the location of the soldier. The other values are set correctly. Manually loading ammo into a weapon, during the equip phase or during combat, correctly sets all values. The ownership points to the soldier and the location to the soldier&#039;s location. &lt;br /&gt;
&lt;br /&gt;
This bug is the cause of [[Known_Bugs#Weightless_Loaded_Ammo|Weightless Loaded Ammo]]. Probably the only other impact of this bug is that XComUtil can&#039;t detect the fact that the ammo is loaded into the weapon, for the purpose of AutoCombat. It might have other subtle effects on any utilities that deal with equipping soldiers. &lt;br /&gt;
&lt;br /&gt;
====Weightless Loaded Ammo====&lt;br /&gt;
&lt;br /&gt;
Ammo that is automatically pre-loaded into a weapon at the start of the Equip Phase of a mission does not initially count towards any soldier&#039;s carried weight (Encumbrance). If the weapon is subsequently unloaded during the Equip Phase or later in the mission, the soldier&#039;s encumbrance will &#039;&#039;increase&#039;&#039;.  This will probably only be noticed if the unloaded clip was not discarded (e.g. because it was not fully empty). This is due to a bug in the game&#039;s original weight calculation routine that was uncovered (but not caused) by Seb76&#039;s inventory screen improvements.&lt;br /&gt;
&lt;br /&gt;
The Weightless Loaded Ammo bug slightly advantages X-Com. It leads to a set of relatively minor exploits. Using this bug, you can get weak soldiers to carry heavy weapons with (usually) a single clip and no TU penalty. For weapons that use multiple ammo types (which auto-equip with AP by preference), by manipulating the overall supply of ammo of different types you can to some extent persuade the auto equip algorithm to load your preferred ammo type for these weaker soldiers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:51, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Displaced Ammo Weight ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance: Apart from weapons pre-loaded by the game, be sure to unload any weapons before dropping them. Drop, pick up and transfer ammo only when it is not loaded into a weapon.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dropped ammo clips that are still loaded into dropped weapons are not un-assigned from the unit carrying them. The weight of the ammo / clips continues to count against the unit&#039;s [[Time Units#Encumbrance|Encumbrance]] as &#039;displaced weight&#039; that can&#039;t be removed by ordinary means. This is an original game bug that only becomes apparent when using mods that display the unit&#039;s current encumbrance. The effect continues until the ammo is unloaded (either by the original holder picking up the weapon again and unloading it, or someone else picking it up and unloading it). Once the ammo is unloaded, its weight is applied to the actual current holder, only, and is released from the original holder. &lt;br /&gt;
&lt;br /&gt;
This bug also applies during the Equip Phase, if one soldier loads a weapon, drops it, and another soldier picks it up. &lt;br /&gt;
&lt;br /&gt;
In some senses this bug is the opposite of the Weightless Ammo Bug, and each bug has probably tended to obscure the effects of the other. For example, clips affected by the Weightless Ammo Bug (clips automatically loaded by the game) are not so obviously affected by this bug, since their displaced weight is &#039;carried&#039; by the Equipment Pile rather than any specific Soldier. (In another sense, this is the same bug, with the weight displaced to the Equipment Pile rather than to another soldier.)&lt;br /&gt;
&lt;br /&gt;
See [[User_talk:Seb76#Inventory_screen_ammo_weight_bug|this discussion]] for more information on this bug.&lt;br /&gt;
&lt;br /&gt;
==== Ammo Weight Exploits ====&lt;br /&gt;
&lt;br /&gt;
As noted above, Weightless Ammo is, in itself, a minor exploit, since it provides some extra penalty-free carrying capacity in combat. &lt;br /&gt;
&lt;br /&gt;
On the face of it, the Displaced Weight Bug is not an exploit, since for every decrease in weight on one soldier there is a corresponding increase in weight on another soldier. However the Displaced Weight bug could potentially be exploited by having one soldier first load and then drop a lot of weapons, and then move away from the resulting pile to allow others to pick up. This would create a reserve of weapons where all the ammo weight was being &#039;carried&#039; by this &amp;quot;weight sink&amp;quot; soldier, freeing up encumbrance for other soldiers. For example, all recon and front line soldiers required to be mobile could get reduced weight, at the expense of a single soldier having extremely reduced mobility/TUs. However, as the game&#039;s auto equip routines already load all initial weapons with weightless ammo, this would only be useful after combat had been progressing for some time, for reloads rather than initial loads, and it would require the squad to regroup around this &amp;quot;sink&amp;quot;, or ferry weapons to/from the &amp;quot;sink&amp;quot;. It might be most useful with Rocket Launchers (high weight, high ammo weight, one round before reload).&lt;br /&gt;
&lt;br /&gt;
== Storage and Transfer Bugs ==&lt;br /&gt;
&lt;br /&gt;
===Sticky Craft Transfer Fee glitch===&lt;br /&gt;
As pointed out by [[User:Zombie|Zombie]] and [[User:Danial|Danial]], transferring any craft causes &#039;&#039;&#039;&#039;&#039;all subsequent transfers to have that cost added to it&#039;&#039;&#039;&#039;&#039;, for as long as the craft is in transit. Additional craft in transit will add additional fees. (This has also been called the Exponential Transfer Fee bug, although it&#039;s actually additive, not exponential.)&lt;br /&gt;
&lt;br /&gt;
Example (all numbers are only approximations):&lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of pistol transfer (&amp;amp;harr; = to or from)&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA       80&lt;br /&gt;
 EU  &amp;amp;harr; Asia      100&lt;br /&gt;
 USA &amp;amp;harr; Asia      120&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of craft transfer&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1600               &#039;&#039;Notice how transfer fees always work as relative percents,&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2000               &#039;&#039;probably on a distance-based formula&lt;br /&gt;
 USA &amp;amp;harr; Asia     2400&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost to transfer &#039;&#039;&#039;pistol&#039;&#039;&#039;, after transferring craft from EU to Asia for $2000&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1680   (80+1600)&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2100  (100+2000)&lt;br /&gt;
 USA &amp;amp;harr; Asia     2520  (120+2400)&lt;br /&gt;
&lt;br /&gt;
The cost of the craft transfer &amp;quot;sticks&amp;quot; to &#039;&#039;&#039;all&#039;&#039;&#039; subsequent transfers, until the craft arrives - although it acts on a proportionate basis, which is probably distance related.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this cost is &#039;&#039;&#039;additive&#039;&#039;&#039;. That is to say, if you transferred a second craft from EU to Asia while the first was still in transit, it would cost $4000 ($2000 plus $2000 - it too suffers from the glitch!), it would then cost e.g. $4100 to transfer a pistol from EU to Asia. Having even more craft in transit would add even more fees.&lt;br /&gt;
&lt;br /&gt;
This only appears to happen with aircraft, although it does happen for them all. So try to transfer aircraft individually, and not transfer anything else while you do - assuming you aren&#039;t awash in money. (The bug will cost you in the low thousands of dollars per craft being transferred.)&lt;br /&gt;
&lt;br /&gt;
A related problem is that, if you are in the Transfer screen, start to transfer a craft, and then cancel because you remembered you wanted to send something else first - if you then try to Transfer something on that same screen, &#039;&#039;it will still get the sticky craft fee added&#039;&#039;. Try it and see. You have to back up out to the main Base screen and hit Transfer again, to get rid of the sticky fee from a canceled craft transfer.&lt;br /&gt;
&lt;br /&gt;
===Fuel dump on transfer===&lt;br /&gt;
Transferring a craft with 100% fuel will dump it somewhere along the way. &lt;br /&gt;
When it arrives at its destination, its fuel gauge will read empty (ie: 0% FUEL), but it will be listed as ready. If you launch your craft for a mission (any mission will do) its fuel gauge will still read empty. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This can be [[ExploitsA#Infinite_Fuel|exploited]], but it is very annoying if you want to quickly turn around a troop transport for another mission. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can force a refuel by sending out the craft and immediately recalling it back to base.&lt;br /&gt;
:The zero fuel on arrival is not really a bug. The designers intended for this to happen.  The actual bug is that the planes&#039;s state is not changed from &amp;quot;ready&amp;quot; to &amp;quot;refueling&amp;quot; when it arrives.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 07:15, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Transfer Limit cash eater===&lt;br /&gt;
Only 100 items can be in transit at a time. (Here, a transfer of e.g. 200 Elerium counts as one &amp;quot;item&amp;quot;. Also, all soldiers are counted individually.) If you go over the limit, you will get a warning that there is no more transport capacity. If you STILL try to transport something after getting the warning, the item will stay where it is, but the transportation cost still gets deducted. Bad if you&#039;re shuffling expensive aircraft. The extra cost isn&#039;t that bad. Recovering just one alien weapon will likely cover the money you will lose to this bug over the course of a game.&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;80%&amp;quot; align = &amp;quot;center&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| Tip&lt;br /&gt;
|-&lt;br /&gt;
| To Clarify what constitutes an item in the transfer screen, think of them as batches of X amount. For example, if you transfer 200 alien alloys now, and then decide to transfer another 50 alloys later, this will count as two items in transit. Now, when you look at your transfers, you&#039;ll now have two items. Two batches of alien alloys, one with 200 units and the other with 50 units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfer crash ===&lt;br /&gt;
If you transfer something to another base the game crashes right after acknowledging the transfer price.&lt;br /&gt;
&lt;br /&gt;
Solution: Start UFO, select English language, finish your transfer, save game, restart with your normal language settings (http://www.xcomufo.com/x1faq.html)&lt;br /&gt;
&lt;br /&gt;
===Storage Limit===&lt;br /&gt;
You can not store more than 9,999 of any one item in the general stores at a specific base at one time.  However, this will likely only happen with [[Alien Alloys]] or [[Elerium-115]].  &lt;br /&gt;
Still, consider yourself warned.  If you&#039;re coming close to the limit, consider transferring the extra to other bases or even selling it, as any extra collected beyond the limit will &#039;disappear&#039; and be wasted.&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits===&lt;br /&gt;
&lt;br /&gt;
The storage capacity of a base is normally limited by the capacity of the General Stores. However this can be exceeded in a number of ways:&lt;br /&gt;
&lt;br /&gt;
* By exploiting some of the Base Storage Anomalies (see below)&lt;br /&gt;
* By storing surplus equipment in transport aircraft (up to the 80 item limit). Note that if both the aircraft and the base are full, you can no longer move equipment between the aircraft and base (in either direction). &lt;br /&gt;
* Anything manufactured at the base will be stored there regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
* Anything captured on a mission by an aircraft operating from the base will be stored at the base, regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
&lt;br /&gt;
These could perhaps be considered minor exploits.&lt;br /&gt;
&lt;br /&gt;
===Base Storage Anomalies===&lt;br /&gt;
&lt;br /&gt;
There are some quirks in how the game calculates, and displays, base storage capacity used and available. These quirks are not all consistent with each other, which leads to some strange behaviour. A typical example would be moving a set of items out of Stores, immediately trying to put the exact same set of items back into Stores, and this failing due to &amp;quot;insufficient space&amp;quot;. A more detailed discussion is in [[Talk:Base Stores#Base Stores Anomalies]].&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits when Transferring Craft===&lt;br /&gt;
&lt;br /&gt;
Usually you can&#039;t transfer crafts to bases without capacity for them as you&#039;ll get an error when you press the Up arrow. However, if you press the Down arrow when the craft quantity is already at 0, the game will still think you&#039;re removing crafts from the destination base and &amp;quot;add capacity&amp;quot;, so you can then press the Up arrow again to transfer the crafts without error. This doesn&#039;t work with other transferable items.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve broken the limit once, you don&#039;t need to do this trick anymore as the error won&#039;t show up again (the game probably doesn&#039;t check for negative capacity). You can also exceed storage and personnel capacity this way, as Transport Crafts will carry their contents over. For example, if you press the Down arrow on a Skyranger with 14 soldiers, the game will &amp;quot;add capacity&amp;quot; for 1 craft and 14 personnel on the destination base.&lt;br /&gt;
&lt;br /&gt;
You can also orphan crafts this way by removing a base with crafts but no hangars, which can cause all sorts of weird behavior.&lt;br /&gt;
&lt;br /&gt;
== Soldier Limits and Recruiting Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Soldier Recruiting Bugs ===&lt;br /&gt;
&lt;br /&gt;
Also there are 3 bugs related to recruiting soldiers: &lt;br /&gt;
&lt;br /&gt;
* You still get charged for Soldiers you try to purchase above the No More Soldiers limit.&lt;br /&gt;
* The error message that appears when you hire too many soldiers must be dismissed (click OK) once for each soldier over the limit, i.e. up to 255 times. &lt;br /&gt;
* You get also charged for Soldiers you try to purchase above the Transfer Limit (100 at a time).&lt;br /&gt;
&lt;br /&gt;
== Manufacturing and Research Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Zero Unit Manufacturing Exploit ===&lt;br /&gt;
&lt;br /&gt;
If you start a manufacturing project with zero items to build, close the screen, and then go back to assign staff and a non-zero build amount later, the first item is built for free. If you only build one item at a time, you can build them all for free. Obviously, this is cheating. It&#039;s also a bit tedious. It might be excusable if you&#039;re really short of money.&lt;br /&gt;
&lt;br /&gt;
=== Research Rollover ===&lt;br /&gt;
&lt;br /&gt;
At midnight, research projects are checked for completion in the order shown on your Projects screen (which is the same order as for picking new Projects, for [[RESEARCH.DAT]], etc.). But X-COM does not track the effort of individual scientists, so when a project ends, its scientists can be re-assigned before the game checks the next project.&lt;br /&gt;
&lt;br /&gt;
The upshot is that you can re-use scientists from completed projects as long as you put them on projects (existing or new) that are [[RESEARCH.DAT|farther down the list]] than the one that just finished. And if you assign more scientists than projects need, you can finish multiple projects immediately! &lt;br /&gt;
&lt;br /&gt;
To best use this exploit:&lt;br /&gt;
*If projects (new or existing) have equal priority to you, start new scientists at the top of your list (the [[RESEARCH.DAT|lowest-numbered]] project) and work them &amp;quot;down&amp;quot; from there. This minimizes the number of times that scientists wind up at the end of the project list (where you can&#039;t exploit them).&lt;br /&gt;
*It works especially well later in the game if you have a full complement of scientists (practical limit of 250 at a base) and apply them to the many &amp;quot;fluff&amp;quot; alien, corpse, and alien-room projects that [[Research_Technical_Details#Research_Time|average less than 250 research days]]. You might finish a lot at once.&lt;br /&gt;
*If using it, you don&#039;t have to worry about &amp;quot;wasted&amp;quot; research effort due to allocating too many scientists to a project on its last day. Unless you&#039;re at the end of the project list, wasted scientists can be re-used, too - sometimes many times.&lt;br /&gt;
&lt;br /&gt;
=== Overcrowded Engineers And Scientists ===&lt;br /&gt;
In the Dos version (probably the others as well) if you hire more than 255 engineers in a single base, the number of engineers in the base will read a negative number once the 257th  engineer arrives. Any Engineers engaged in projects will continue to work on them, but if you cancel the project you will lose engineers until you have lost 255 of them. &lt;br /&gt;
This bug also affects scientists. It may be exploitable to pay a negative salary at the end of the month.&lt;br /&gt;
&lt;br /&gt;
If you hire exactly 256 scientists or engineers, the total rolls over to zero. You pay zero salaries, and the resulting free Manufacturing / Research is limited only by the capacity of your Factories / Laboratories. Also works in TFTD.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: you need to make sure that not all of their projects finish at the same time.&lt;br /&gt;
Otherwise, you would be stuck with 0 &#039;available&#039; workers/scientists, i.e. unable to assign them to a new project.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Limit Bug===&lt;br /&gt;
The number of hours remaining on a [[Manufacturing_Profitability#Profit_tables|manufacturing project]] is stored in a two-byte integer.  If you build enough items that the total number of Engineer Hours required for construction is above 65535 hours, it will wrap around to 0 hours and display from there.  Typically this drastically understates the amount of time that will be spent working on the items, but strictly speaking, it only subtracts 65k hours (so a huge project like 120k hours would still show ~55k hours&#039; worth of Engineer time needed).&lt;br /&gt;
&lt;br /&gt;
This bug is not dependent on the number of engineers assigned to the project; it is a function of the number of engineer hours needed.  You will most likely run into it when trying to build 2 Avengers at the same time or when queuing up large orders of items in bulk, such as armor or Laser Cannons.  As a practical example, the number of Avengers needed to trigger the bug is 2.  The number of Laser Cannons is 219.  Toggle back and forth between 218 and 219 laser cannons at the beginning of a project to see the effects.&lt;br /&gt;
&lt;br /&gt;
It is known with certainty that this exists as a display issue - the screen will say you need less time than you should when you go over 65536 Engineer hours. [[User:Arrow Quivershaft|Arrow Quivershaft]] is also sure he&#039;s seen it eat an Avenger... he ordered two but only got one, even though it took the time, and cost the money, for two. He&#039;s tried to replicate this and hasn&#039;t been able to, however. So it clearly is at least a superficial display issue, and may be more than that ... possibly dependent on even something else. In any event, keep an eye on projects with more than 65k Engineer hours (and report back here!)... or just avoid going that high.&lt;br /&gt;
&lt;br /&gt;
== UFOPaedia Errors ==&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapon hit probabilities ===&lt;br /&gt;
&lt;br /&gt;
There is a bug in the in-game UFOPaedia. It mistakenly reads the damage value field when reporting the hit chance for a craft weapon. Hence:&lt;br /&gt;
&lt;br /&gt;
* Cannon shows 10% not 25%&lt;br /&gt;
* Avalanche shows 100% not 80%&lt;br /&gt;
* Laser Cannon shows 70% not 35%&lt;br /&gt;
* Plasma Beam shows 140% not 50%&lt;br /&gt;
* Fusion Ball shows 230% (!!!) not 100%&lt;br /&gt;
&lt;br /&gt;
Possibly the reason this bug was missed during testing is that the first weapon in the data files, Stingray, actually does have Damage equal to its hit probability.&lt;br /&gt;
&lt;br /&gt;
In the CE version, this is the problem piece of code:&lt;br /&gt;
.text 45B2CC: 0F BF 4E 06 &lt;br /&gt;
&lt;br /&gt;
Change the 06 to 04.  The offset may not be correct for everyone but it should be close.  I don&#039;t know the offset in the DOS version.&lt;br /&gt;
[[User:Morgan525|Tycho]] 06:27, 1 April 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapon reload rates ===&lt;br /&gt;
&lt;br /&gt;
From empirical research it looks like the reload rates of craft weapons are not stated correctly in the UFOPaedia. For example, the rates of fire of the Laser Cannon and Plasma Cannon are actually the same as each other, and they are both about six times slower than the regular Cannon (so about 12s) - whereas the UFOPaedia entry gives the reload times (inverse of the rate of fire) as being:&lt;br /&gt;
&lt;br /&gt;
 Cannon       2s&lt;br /&gt;
 Laser Cannon 4s&lt;br /&gt;
 Plasma Beam  6s&lt;br /&gt;
&lt;br /&gt;
Similarly the UFOPaedia shows the Fusion Ball as having 3/5 the rate of fire of a Stingray missile, with the Fusion Ball being slower than an Avalanche missile; but empirically the Fusion Ball and Stingray have the same rate of fire, and so the Fusion Ball is faster than the Avalanche. See the discussion in [[Craft_Combat_Mechanics#Observed_Rates_of_Fire|Craft Combat Mechanics - Observed Rates of Fire]] for more details, but keep in mind recent code digs have clarified the picture from this initial rough approximation. It seems reasonable to assume the actual reload rates are coming from a different part of the executable, different to the locations used  populate these values that are displayed in the UFOPaedia. [[User:Spike|Spike]] 23:25, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Alien Containment size===&lt;br /&gt;
&lt;br /&gt;
The UFOpaedia in-game claims that each [[Alien Containment]] module can hold 10 live aliens. This is not in fact the case; the true limit is 50 aliens in containment among all bases, regardless of how many Alien Containment modules exist (though live aliens can only be stored at bases with Alien Containment). As such, building more Alien Containment modules, or shuffling aliens around between bases, will &#039;&#039;&#039;not&#039;&#039;&#039; free up space; the only way to free up space is to research some of the captured aliens (which removes them from containment).&lt;br /&gt;
&lt;br /&gt;
===Radar detection chances===&lt;br /&gt;
&lt;br /&gt;
The UFOpaedia in-game claims that both Small Radar and Large Radar facilities have a 5% chance of detecting UFOs every 10 minutes. In fact, this is not the case; Small Radar has a 10% chance of detecting UFOs per 30 minutes (less than advertised), while Large Radar has a 20% chance of detecting UFOs per 30 minutes (more than advertised). Note also the [[Known_Bugs#Radar_Stacking|Radar Stacking]] bug.&lt;br /&gt;
&lt;br /&gt;
== Other Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Bug ===&lt;br /&gt;
The DOS version has a problem where no matter what difficulty level you choose, it will revert to &amp;quot;Beginner&amp;quot; level after the first mission. This is caused by one incorrectly set bit in all DOS versions of the game (1.0 through to 1.4). The Collectors Edition Windows port (also commonly known as UFO Gold or CE) does not have this problem. To check your [[Difficulty Levels|Difficulty Level]]:&lt;br /&gt;
*Look at offset 60 in [[IGLOB.DAT]]. (If this file is only 60 bytes long, you&#039;ve got the bug!) &lt;br /&gt;
*Look at [[Alien Stats|statistics for aliens]] in your game with a [[Mind Probe]] or [[Psi-Amp]]&lt;br /&gt;
&lt;br /&gt;
To fix the Difficulty Bug, you can install [[XcomUtil]] and it will repair this bug. Alternately for those familiar with hex editing, you can fix this bug by referring to the appropriate section on the [[GEOSCAPE.EXE#XCOM: UFO Defense DOS Versions, difficulty setting bug | GEOSCAPE.EXE]] article and manually setting the incorrect byte to its proper value. &lt;br /&gt;
&lt;br /&gt;
:[http://tvtropes.org/pmwiki/pmwiki.php/Main/X-COM This TVTropes page] has been known to state that due to the bug, players asked the developers to increase game difficulty. The rumour goes that a new bug was supposedly introduced as a result, where TFTD&#039;s difficulty would reset to Superhuman instead of Beginner. The facts of the matter are that, while the overall difficulty of the game &#039;&#039;was&#039;&#039; increased, TFTD does manage to correctly keep track of which specific mode you&#039;re supposed to be playing in.&lt;br /&gt;
&lt;br /&gt;
=== Chrysallid / Tentaculat Difficulty Bug ===&lt;br /&gt;
&lt;br /&gt;
Stats of Chrysallids or Tentaculats that emerge from Zombies during combat have stats that ignore the difficulty level.&lt;br /&gt;
&lt;br /&gt;
=== Big Text Bug ===&lt;br /&gt;
There are a few bugs in XCOM, especially early versions, that can build up and make the game unstable enough that it crashes and prints out a screen full of green 40-column text, essentially debug or memory dump information useless to you.&lt;br /&gt;
&lt;br /&gt;
You can also forced a crash by pressing CTRL-C at the start of a new game (DOS only). If you don&#039;t have any missions automatically saved within the [[Game_Files#Missdat_Files|MISSDAT]] folder, you will get this big text to appear. Typically it is green for Enemy Unknown, and blue for Terror From The Deep. Other colours have been observed such as pink, purple, brown and yellow.&lt;br /&gt;
&lt;br /&gt;
In the dos version, the text that you see is simply a memory dump in mode-13h (the 320x200x256 colour screen resolution) and the text colour is based off the changes to the palette that the game made.  The batch file coordinating the two main programs [[Geoscape]] and [[Battlescape]] often succeeds in soldiering on after a crash.  In the Windows version of the game, the game simply crashes back to the desktop, unless you&#039;re using the [[XcomUtil]] split executable variant (which uses a batchfile).&lt;br /&gt;
&lt;br /&gt;
Some things which will tend to cause this problem:&lt;br /&gt;
* Overzealous use of Psi&lt;br /&gt;
&lt;br /&gt;
At least some of the instability crashes can be fixed by replacing the DOS/4GW dos extender with a later version from another DOS game. &lt;br /&gt;
&lt;br /&gt;
[http://syndicate.lubie.org/synd/html/synd_patches.php One of these], for example. Link to Syndicate fansite, instructions included.&lt;br /&gt;
&lt;br /&gt;
=== Losing My Favourite Game ===&lt;br /&gt;
&lt;br /&gt;
There is a check whether the &amp;quot;Has X-com received a financial warning?&amp;quot; flag has been raised. If no, a warning is issued and the flag is raised. If yes, then the game ends, and the flag is lowered. HOWEVER, this flag is erronously not connected to any particular savegame, it is global across all savegames. This allows strange results when saving and loading games.&lt;br /&gt;
&lt;br /&gt;
=== Celatid aim bug ===&lt;br /&gt;
&lt;br /&gt;
The Celatid typically misses. User Tycho has identified this is due to a bug that causes the Celatid to aim at the ground, rather than the middle of the target. The bug is being fixed in UFO Extender. The same bug may apply to the same grenade-like weapon routine used in TFTD.&lt;br /&gt;
:The Celatid attack uses the routine for throwing items and it defaults to using the maximum &amp;quot;depth&amp;quot; of a layer. This is usually fine since all other thrown objects that do damage cause explosions so the z-axis is important only for determining the landing point.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 07:24, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Seeing the future&amp;quot; Graph Bug ===&lt;br /&gt;
&lt;br /&gt;
Noticed this in EU CE version, but probably it happens in every other, probably in TFTD too. If, for any case, you have graphs data for months you did not play yet, you will see numbers like 10240, 163780 etc. next to the vertical axis, and graphs will be totally garbled.&lt;br /&gt;
This can be fixed by hex-editing [[ALIEN.DAT]], [[XCOM.DAT]] and [[UIGLOB.DAT]] -- just fill the &#039;future&#039; with zeros.&lt;br /&gt;
&lt;br /&gt;
=== [[Game Files|Resource File]] Bugs ===&lt;br /&gt;
&lt;br /&gt;
There are several issues with both UFO and TFTD&#039;s resource files. These are far too numerous to list unfortunately. The [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ Game Folder Combo Patch] for UFO and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ USO Routes Fix] and [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix] for TFTD resolve these issues. [[User:Sherlock|Sherlock]] also has some additional fixes available.&lt;br /&gt;
&lt;br /&gt;
=== Saving and Loading Oddities ===&lt;br /&gt;
&lt;br /&gt;
It is possible to load an empty save game slot. Doing so will place the player at the beginning stages of the X-COM campaign however their base will be nowhere to be found on the globe. Sending an air craft out of the base will reveal it to be in the just off the coast of Africa. This is due to the game normally asking you to pick your first base location, however loading an empty save slot bypasses the routine causing the base to simply be placed on the globe&#039;s first &amp;quot;graph point&amp;quot; which happens to be off the coast of Africa. Actually attempting to play the bugged campaign will end in failure as, although things can be purchased, sold, researched, ect. like usual, your base does not exist as far an the game&#039;s engine is concerned. Any aircraft sent from the base cannot return to it, forcing the game into a stand still once you finish a battlescape mission. This bug does not affect [[TFTD]] as selecting an empty save simply dumps you back to the previous screen, regardless of whether that&#039;s the current game or the main menu.&lt;br /&gt;
&lt;br /&gt;
Similarly, if you create a new base then select it in the bases menu and then immediately reload to a previous save prior to building it and open the bases menu again you will be greeted with a base screen full of [[Access Lift|Access Lifts]]. If you look at the base selection bar at the top you will notice the slot the the new base once occupied will be currently selected, though oddly empty. This is caused by the game not actively resetting the &amp;quot;selected base&amp;quot; variable unless the geoscape is restarted (either by quitting or entering a battlescape mission). Access Lifts fill the empty base due to the game not being designed to display a completely empty base grid and because they are the &amp;quot;default&amp;quot; base module type, being the first one that&#039;s always built upon creating a new base. Unlike the previous, this bug is a harmless visual anomaly. Simply selecting one of the filled base slots returns everything to normal.&lt;br /&gt;
&lt;br /&gt;
==Utility bugs==&lt;br /&gt;
&lt;br /&gt;
These are not bugs in X-Com itself, but in utilities often used with it. They are included for completeness.&lt;br /&gt;
&lt;br /&gt;
* [[Small window bug]]&lt;br /&gt;
&lt;br /&gt;
=== XComUtil Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
A problem similar to the Alien Inventory Stacking Bug can also occur for X-COM Soldiers, when using XComUtil.  The algorithm used to assign weapons in XComUtil MUST assign all weapons to troops, so if there are more weapons than soldiers, excess weapons are stacked onto the leg slot of the first soldier in the dropship.  This was a deliberate choice by Scott Jones to make this encumbrance obvious to the player.  This can be readily corrected in the &amp;quot;equip soldiers&amp;quot; screen before a mission.  Else, see &amp;quot;Alien Inventory Bug&amp;quot;, above.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
=== [[Known Bugs (TFTD)]] ===&lt;br /&gt;
For bugs that &#039;&#039;&#039;only&#039;&#039;&#039; affect X-COM: Terror From The Deep.&lt;br /&gt;
&lt;br /&gt;
[[Category: Oddities and bugs]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85572</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85572"/>
		<updated>2018-03-04T18:48:19Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* XcomUtil&amp;#039;s features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration. [[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]].&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat. &lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops (was non-optional in 9.5 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]] (was non-optional in 9.5 and earlier, see [[#But I Don&#039;t Want Some Features|But I Don&#039;t Want Some Features]]).&lt;br /&gt;
*Option to fix a number of bugs in maps, terrain and routes (9.7 only, for earlier use [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ UFO Combo Patch] + [http://www.strategycore.co.uk/files/ufo-voices-patch-dos-ce-version/ Voices Patch] and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ TFTD USO Routes Fix] + [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix] + [http://www.strategycore.co.uk/files/dye-grenade-fix/ Dye Grenade Fix]).&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85571</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85571"/>
		<updated>2018-03-04T18:30:44Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* XcomUtil&amp;#039;s features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration. [[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]].&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat. &lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops.&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]]&lt;br /&gt;
*Option to fix a number of bugs in maps, terrain and routes (9.7 only, for earlier use [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ UFO Combo Patch] + [http://www.strategycore.co.uk/files/ufo-voices-patch-dos-ce-version/ Voices Patch] and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ TFTD USO Routes Fix] + [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix] + [http://www.strategycore.co.uk/files/dye-grenade-fix/ Dye Grenade Fix]).&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85570</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85570"/>
		<updated>2018-03-04T18:29:55Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* XcomUtil&amp;#039;s features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration. [[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]].&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat. &lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops.&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]]&lt;br /&gt;
*Option to fix a number of bugs in maps, terrain and routes (9.7 only, for earlier use [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ UFO Combo Patch] + [http://www.strategycore.co.uk/files/ufo-voices-patch-dos-ce-version/ Voices Patch] and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ TFTD USO Routes Fix] + [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix]) + [http://www.strategycore.co.uk/files/dye-grenade-fix/ Dye Grenade Fix].&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85567</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85567"/>
		<updated>2018-03-03T00:08:59Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* XcomUtil&amp;#039;s features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration. [[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]].&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat. &lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops.&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]]&lt;br /&gt;
*Option to fix a number of bugs in maps, terrain and routes (9.7 only, for earlier use [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ UFO Combo Patch] and [http://www.strategycore.co.uk/files/tftd-uso-routes-fix/ TFTD USO Routes Fix] + [http://www.strategycore.co.uk/files/tftd-interception-screen-fix/ Interception Screen Fix]).&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_File_Exploits&amp;diff=85566</id>
		<title>Game File Exploits</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_File_Exploits&amp;diff=85566"/>
		<updated>2018-03-02T08:12:57Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Bottomless Money Pit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;THIS PAGE IS UNDER CONSTRUCTION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Game File Bug Fixes and Exploits=&lt;br /&gt;
&lt;br /&gt;
==Game File Bug Fixes==&lt;br /&gt;
&lt;br /&gt;
===Cash Rollover Bug Fix===&lt;br /&gt;
If you have so much money that it all of a sudden it becomes negative (eg: $-2,168,000,000), you can delete the [[LIGLOB.DAT]] file and replace it from a new savegame. You cash becomes approx $4mil which is what is available from the new game. &lt;br /&gt;
&lt;br /&gt;
===Research Bug Fix===&lt;br /&gt;
If your research progress has become corrupted due to the bugs in the research tree of TFTD, replace the [[RESEARCH.DAT]], [[UP.DAT]], [[PROJECT.DAT]], [[PRODUCT.DAT]], [[BPROD.DAT]] with files from a new saved game if you don&#039;t want to use a hex-editor. &lt;br /&gt;
&lt;br /&gt;
==Game File Exploits==&lt;br /&gt;
&lt;br /&gt;
===Bottomless Money Pit===&lt;br /&gt;
Insert a [[LIGLOB.DAT]] file from an old game that has lots of money, into a new game. You will inherit the cash balance of the old game. Or you can copy the file from a new savegame, in which case your cash becomes approx $4mil (the amount available at the start of a new game).  &lt;br /&gt;
&lt;br /&gt;
===Enlightened Xcom===&lt;br /&gt;
The Research Bug Fix (above) can be abused by inserting old files from a completed game into the save folder of a new game. The files to insert are [[UP.DAT]], [[RESEARCH.DAT]], [[FACIL.DAT]] and [[PRODUCT.DAT]]. You can (optionally) also copy [[SOLDIER.DAT]] to transfer you old soldiers into the save as well, just be sure the number of new soldiers is equal to the number of old soldiers you are transferring from your old game or the game will crash. SOLDIER.DAT also stores the solders&#039; equipped armour (not their inventory though, unfortunately): if you remove all their armour then then copy the SOLDIER.DAT from your old game again, you can effectively duplicate said armour.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
===Aliens Own Earth===&lt;br /&gt;
&lt;br /&gt;
Various game file manipulations are also used to setup the [[Aliens Own Earth]] scenario, a much more challenging variant of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game Editors===&lt;br /&gt;
&lt;br /&gt;
[[Game Editors|This page]] has a listing of tools for editing game files.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85563</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85563"/>
		<updated>2018-02-22T20:28:53Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: Primitive Hotseat Multiplayer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration. [[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]].&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat. &lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops.&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]]&lt;br /&gt;
*Option to fixe a number of bugs in maps, terrain and routes.&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Hotseat Multiplayer==&lt;br /&gt;
Although not an advertised feature, it is possible to have a primitive hotseat multiplayer game with a friend. It requires a game editor or very late game save to unlock the alien weapons (otherwise aliens wont be able to use their own weapons when it&#039;s their turn) and usage of XcomUtil&#039;s &amp;lt;code&amp;gt;swp wrt&amp;lt;/code&amp;gt; command to switch between controlled sides when it&#039;s one another&#039;s turn. A video tutorial is available [https://www.youtube.com/watch?v=oi8L53NW2Qs here]. This can be made easier with the batch file found [http://freelancer.ag.ru/cgi-bin/freelancer/download/load.cgi?/gamearchive/download/multip.zip here]. The script can be further enhanced with [[User:Bomb Bloke|BB&#039;s Toolkit]] due to it&#039;s alien inventory screens: edit the script and add the command &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath the first &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt;, then add the command &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; beneath the second &amp;lt;code&amp;gt;echo ------ &amp;gt;&amp;gt;xcomutil.log&amp;lt;/code&amp;gt; and lastly add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; beneath &amp;lt;code&amp;gt;:end&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU)&amp;diff=85527</id>
		<title>Base Facilities (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU)&amp;diff=85527"/>
		<updated>2018-02-21T22:40:02Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Quick Cost Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[기지 설비 (EU)|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{tocright}}There are several types of &#039;&#039;&#039;base facilities&#039;&#039;&#039; that you can place in your installations. Some of these are available from the beginning of the game, others are gained through research. With the exception of the [[Access Lift]], and the facilities you start the game with, all require an amount of time to be built and will charge you a monthly [[maintenance costs|maintenance fee]] on top of the initial construction costs.&lt;br /&gt;
&lt;br /&gt;
You can remove old unwanted facilities that you no longer use if they are empty, but if you do you should note their is a [[Known_Bugs#Paying_For_Dirt|known bug]] that means that it is very expensive to keep around empty squares that used to be occupied.&lt;br /&gt;
&lt;br /&gt;
All base facilities must be linked, either directly or via other base facilities, to the [[Access Lift]]. While you cannot dismantle a base facility that is in use or is linking other facilities to the Access Lift, it can be destroyed in the process of a [[Base Defence]] mission. If a base facility is destroyed in this way, any other base facilities that were relying on that facility as a link to the Access Lift will also be destroyed. Any pieces of equipment, craft, or personal will, however, remain in the base (despite the lack of room).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial vs. Researched Facilities ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initial Base Facilities:&#039;&#039;&#039;&lt;br /&gt;
* [[Image:Base-lift.gif|30px]] [[Access Lift]]&lt;br /&gt;
* [[Image:Base-quarters.gif|30px]] [[Living Quarters]]&lt;br /&gt;
* [[Image:Base-lab.gif|30px]] [[Laboratory]]&lt;br /&gt;
* [[Image:Base-workshop.gif|30px]] [[Workshop]]&lt;br /&gt;
* [[Image:Base-stores.gif|30px]] [[General Stores]]&lt;br /&gt;
* [[Image:Base-containment.gif|30px]] [[Alien Containment]]&lt;br /&gt;
* [[Image:Base-hangar.gif|60px]] [[Hangar]]&lt;br /&gt;
* [[Image:Base-small_radar.gif|30px]] [[Small Radar System]]&lt;br /&gt;
* [[Image:Base-large_radar.gif|30px]] [[Large Radar System]]&lt;br /&gt;
* [[Image:Base-missile.gif|30px]] [[Missile Defences]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Researchable Base Facilities:&#039;&#039;&#039;&lt;br /&gt;
* [[Image:Base-psi.gif|30px]] [[Psionic Laboratory]]&lt;br /&gt;
* [[Image:Base-hyperwave.gif|30px]] [[Hyper-wave Decoder]]&lt;br /&gt;
* [[Image:Base-laser.gif|30px]] [[Laser Defences]]&lt;br /&gt;
* [[Image:Base-plasma.gif|30px]] [[Plasma Defences]]&lt;br /&gt;
* [[Image:Base-fusion.gif|30px]] [[Fusion Ball Defences]]&lt;br /&gt;
* [[Image:Base-mind.gif|30px]] [[Mind Shield]]&lt;br /&gt;
* [[Image:Base-grav.gif|30px]] [[Grav Shield]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Cost Reference==&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Structure&lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Construction Cost&lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Maintenance Cost *&lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Construction Time&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Stackable?&lt;br /&gt;
! width=&amp;quot;140&amp;quot; | Indestructable?&lt;br /&gt;
|-&lt;br /&gt;
| Access Lift **     ||   $300,000 ||  $4,000 ||  1 day  ||  No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Living Quarters    ||   $400,000 || $10,000 || 16 days || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Laboratory         ||   $750,000 || $30,000 || 26 days || Yes ||  No &lt;br /&gt;
|-&lt;br /&gt;
| Workshop           ||   $800,000 || $35,000 || 32 days || Yes ||  No &lt;br /&gt;
|-&lt;br /&gt;
| General Stores     ||   $150,000 ||  $5,000 || 10 days || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Alien Containment  ||   $400,000 || $15,000 || 18 days ||  No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hangar             ||   $200,000 || $25,000 || 25 days || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Small Radar***     ||   $500,000 || $10,000 || 12 days || Yes ||  No &lt;br /&gt;
|-&lt;br /&gt;
| Large Radar***     ||   $800,000 || $15,000 || 25 days || Yes ||  No &lt;br /&gt;
|-&lt;br /&gt;
| Missile Defenses   ||   $200,000 ||  $5,000 || 16 days || Yes ||  No &lt;br /&gt;
|-&lt;br /&gt;
| Psionic Laboratory ||   $750,000 || $16,000 || 24 days || Yes ||  No &lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Wave Decoder***|| $1,400,000 || $35,000 || 26 days || Yes ||  No &lt;br /&gt;
|-&lt;br /&gt;
| Laser Defenses     ||   $400,000 || $10,000 || 24 days || Yes ||  No &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Defenses    ||   $600,000 || $12,000 || 34 days || Yes ||  No &lt;br /&gt;
|-&lt;br /&gt;
| Fusion Defenses    ||   $800,000 || $14,000 || 34 days || Yes ||  No &lt;br /&gt;
|-&lt;br /&gt;
| Mind Shield        || $1,300,000 ||  $5,000 || 33 days ||  No ||  No &lt;br /&gt;
|-&lt;br /&gt;
| Grav Shield        || $1,200,000 || $15,000 || 38 days ||  No ||  No &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are the maintenance costs listed in the game, and are the price you pay but these are listed incorrectly on the Base Maintenance Screen.  See the [[Base Facilities (EU)#Displayed_Base_Maintenance_Cost_Bug|Maintenance Cost Bug]], below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; [[GEOSCAPE.EXE]] says the Access Lift takes 1 day to build and costs $300k, but in fact it is constructed instantaneously, and its cost varies depending the region of Earth where you choose to place it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; Doesn&#039;t stack due to [[Known Bugs#Radar Stacking|a bug]].&lt;br /&gt;
&lt;br /&gt;
== Caveat re: Single Use Facilities == &lt;br /&gt;
Normally, the more base facilities you have, the more you are able to do with them. This is not so for certain facilities, even though it isn&#039;t obvious in the game. For these, only the first facility provides any benefit to the base. They are: The Small Radar, Large Radar, Hyper-Wave Decoder, Grav Shield, Mind Shield and the Alien Containment.&lt;br /&gt;
&lt;br /&gt;
The above facilities work with other facilities, but any duplicates won&#039;t provide any additional benefits (while still costing maintenance). This is especially important for the Grav Shield and for Radar. The Grav Shield will only repel attackers once per base, no matter how many you have (so one is all you need). Likewise, a second Large Radar doesn&#039;t provide any additional large-radar functionality, but a single Large Radar and a Small Radar &amp;lt;i&amp;gt;will&amp;lt;/i&amp;gt; stack and combine their scanning abilities.&lt;br /&gt;
&lt;br /&gt;
While the base information screen does list how many radars you have, that&#039;s all it effectively does - It does not represent your base&#039;s actual scanning ability. Further, once you have a Hyper-Wave Decoder, you do not need &#039;&#039;&#039;any&#039;&#039;&#039; Small or Large Radars, and can dismantle any you have. The Decoder has a wider range and always detects alien craft immediately, unlike either Radar. (But watch out for [[Base Facilities (EU)#Paying_For_Dirt_Bug|Paying For Dirt]] when you dismantle radar.)&lt;br /&gt;
&lt;br /&gt;
The only reason to build multiples from the above single-use list would be for [[Base_Layout_Strategy|strategic base defence]] reasons, as each module provides a [[Base_Layout_Strategy#Floor_Plan_Comparison|different lower corridor layout]].&lt;br /&gt;
&lt;br /&gt;
== Displayed Base Maintenance Cost Bug ==&lt;br /&gt;
&lt;br /&gt;
X-COM has an interesting bug: When tallying maintenance costs &#039;&#039;for display on the Base Facilities screen&#039;&#039;, the code erroneously passes on the row number of the base that the facility is found in, instead of the record number for the facility. The following table shows the first six base facilities from [[BASE.DAT]] (compare, e.g., their order in the in-game UFOpaedia). Alongside are the monthly maintenance costs incorrectly &#039;&#039;displayed&#039;&#039; for having a facility on a particular base row:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;40%&amp;quot; align=&amp;quot;right&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C1&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C2&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C3&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C4&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C5&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C6&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
 &amp;lt;u&amp;gt;Record&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Facility&amp;lt;/u&amp;gt;           &amp;lt;u&amp;gt;Maintenance&amp;lt;/u&amp;gt;&lt;br /&gt;
   00    Access Lift            4k&lt;br /&gt;
   01    Living Quarters       10k&lt;br /&gt;
   02    Laboratory            30k&lt;br /&gt;
   03    Workshop              35k&lt;br /&gt;
   04    Small Radar System    10k&lt;br /&gt;
   05    Large Radar System    15k&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the bug, the monthly maintenance cost &amp;lt;u&amp;gt;displayed on the base info screen&amp;lt;/u&amp;gt; for base facilities depends &#039;&#039;only&#039;&#039; on their placement (and the in-game UFOpaedia maintenance numbers are effectively meaningless). However, &amp;lt;u&amp;gt;the Geo finance Graph does get the total correct&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The in-game mechanics&#039;&#039;&#039; (the actual monthly cost)  are &#039;&#039;correct&#039;&#039; as  well.&lt;br /&gt;
Next lines are only hypothetical (see discussion):&lt;br /&gt;
&lt;br /&gt;
[[Hangar]]s are only charged once, for their upper right (upper left?) square. So a Hangar along the &amp;quot;bottom&amp;quot; of your base would appear to cost $10k/month.&lt;br /&gt;
&lt;br /&gt;
If this actually affected the real cost, clearly it&#039;s cheapest to have a strategy that puts a defensive buffer along the third or fourth row, like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align = &amp;quot;right&amp;quot; style = &amp;quot;background: #F0F0FF; border: 1px #404080 solid; width: 50%; margin: 1em 1em 1em 1em; padding:4px;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; The incorrect displayed cost for this layout is &#039;&#039;&#039;$329k/month&#039;&#039;&#039;: The hangars on the bottom are 3*10, the lift is 35, and the rest is 6 * (30+10+4). Replace all the Psi with whatever you like, it&#039;s irrelevant. Also, the Lift could be anywhere on its row. The &#039;&#039;average&#039;&#039; (incorrect displayed) cost for a facility on the top 3 rows is $14,667/month (44/3).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;{{UBK|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=|dirt|dirt|lift|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align = &amp;quot;right&amp;quot; style = &amp;quot;background: #F0F0FF; border: 1px #404080 solid; width: 50%; margin: 1em 1em 1em 1em; padding:4px;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;A design with hangars along the top cost incorrectly displays as &#039;&#039;&#039;$402k/month&#039;&#039;&#039;, $73k more &#039;expensive&#039; than one with hangars along the bottom, despite having precisely the same facilities. Here, the average for the bottom 3 rows is $20k/month (60/3).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;{{UBK|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=&lt;br /&gt;
|dirt|dirt|lift|dirt|dirt|dirt|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So (if these costs were real) a design with hangars along the bottom is the most cost effective for a &amp;quot;full&amp;quot; base. Small outpost bases have more options available. If you have hangars along the bottom and a single connector facility on rows 3 and 4, the average (incorrect displayed) cost for facilities on the top 2 rows is only $7k/month! (14/2) This is cheaper than the listed  maintenance costs for everything except these three facilities, at $5k/month each: General Stores, Mind Shield, and Missile Defences. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: This bug has the dubious honor of being a fairly straightforward, important one which went unnoticed for a dozen years until [[User:Sfnhltb|Sfnhltb]] caught it in February 2007. For more info, see this page&#039;s [[Talk:Base Facilities (EU)|Discussion]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Paying For Dirt Bug ==&lt;br /&gt;
&lt;br /&gt;
If you take down a facility and leave bare dirt, you will continue to pay maintenance on it. But not at the old rate; filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay &#039;&#039;&#039;$80k/month&#039;&#039;&#039;. Thats &#039;&#039;&#039;$320k per hangar&#039;&#039;&#039; you take down.&lt;br /&gt;
&lt;br /&gt;
There are only three known ways to stop paying this premium: 1) completely dismantle the base, 2) build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete, or 3) hex edit the base.dat file in your save and change the byte that indicates the number of days until the destroyed module is complete from 00 to ff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you start a facility and change your mind before it is complete, after the time it would have completed you will start paying this $80k premium!&lt;br /&gt;
&lt;br /&gt;
== Base Module Collapse == &lt;br /&gt;
&lt;br /&gt;
Base modules that get severely damaged through combat will get [[Base_Defence#Destruction_Of_Base_Facilities|destroyed]] the moment you return to the Geoscape. If the destruction of the module causes any adjacent modules to become isolated from the Access Lift, they will collapse like dominos. &lt;br /&gt;
&lt;br /&gt;
Take this base as an example: &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|quarters|quarters|workshop|lift|stores|stores|=&lt;br /&gt;
|hyperwave|dirt|dirt|dirt|lab|small_radar|=&lt;br /&gt;
|mind|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s assume that there was heavy fighting with blaster bombs during a base defence mission and everything in the workshop was destroyed. &lt;br /&gt;
&lt;br /&gt;
Assuming that the battle was won. The base will now look like: &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|lift|stores|stores|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|lab|small_radar|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
&lt;br /&gt;
Half of the base has been wiped out! &lt;br /&gt;
&lt;br /&gt;
The good news though, apart from losing the use of the modules you just lost, much of your assets will remain intact. Amongst them: &lt;br /&gt;
&lt;br /&gt;
;Staff&lt;br /&gt;
: Staff will remain, even if there are insufficient beds.&lt;br /&gt;
&lt;br /&gt;
; Equipment &lt;br /&gt;
: Nothing is lost. Just storage capacity for moving in new items. &lt;br /&gt;
&lt;br /&gt;
; Aircraft &lt;br /&gt;
: The aircraft remain assigned to the base and you can use them as normal. If moved to another base, they will no longer be able to return until a new hangar is built. &lt;br /&gt;
&lt;br /&gt;
; Alien Containment prisoners&lt;br /&gt;
: They&#039;ll somehow remain, strangely enough. Possibly shoved into fridges, but they still be available when the containment module is rebuilt. &lt;br /&gt;
&lt;br /&gt;
; Research and constructions projects &lt;br /&gt;
: These will be halted, but progress on research projects should not be lost.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since single choke-point bases are very popular, it is recommended that fighting with explosives in the choke point module be kept to a bare minimum, lest the entire base is lost.  Alternatively, you could use one or more of the invulnerable modules as the choke point.  The Access Lift and General Stores work well for this purpose.&lt;br /&gt;
&lt;br /&gt;
Some base modules are built in such a way that they cannot be destroyed during a Base Defence mission, regardless of collateral damage.  These modules are the Access Lift, the General Stores, the Living Quarters, and the Hangar.&lt;br /&gt;
&lt;br /&gt;
== TO-DOs ==&lt;br /&gt;
* [[Known_Bugs#Base_Disjoint_Bug|Base Disjoint Bug]] - in progress&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Base Facilities (TFTD)]]&lt;br /&gt;
* [[Xcom and Alien Bases#XCom Base|X-COM Bases]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Defence]]&lt;br /&gt;
* [[UFO Base Kit]] (for designing your own base layouts!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base Facilities Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Base Facilities (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=85516</id>
		<title>Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=85516"/>
		<updated>2018-02-21T01:11:04Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Saving and Loading Oddities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Construction Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
Base facilities built along the right or bottom edges of the base building area may end up being cut off from each other by dirt walls, a bug in the routine meant to keep soldiers from accidentally exiting the map edges during [[Base Defence]] missions. The dirt walls can be knocked down by Blaster Bombs or excessive amount of heavy plasma fire during combat but are otherwise unbreakable. &lt;br /&gt;
&lt;br /&gt;
[[image:bdb.gif|center|Base Disjoint Bug]]&lt;br /&gt;
&lt;br /&gt;
The walls marked in white are removed if there is an adjacent module. All green modules are not affected while the yellow modules are. The red module will be sealed off completely if anything smaller than a hangar is placed here at any given time. &lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] works around this problem by stripping out the walls entirely in all the base modules.&lt;br /&gt;
&lt;br /&gt;
The bug can be profitable if the hangars and the lift are accessible only through in these areas - you can gather and supply all your soldiers heavily without aliens interfering, then knock a hole in the wall and cover the area with explosives and blaster launcher fire.&lt;br /&gt;
&lt;br /&gt;
===Displayed Base Maintenance Costs===&lt;br /&gt;
Although X-COM charges the right monthly fees for base modules, the maintenance fee displayed &#039;&#039;in the base info screen&#039;&#039; is always wrong. The displayed number is actually based on the placement within the base grid, &#039;&#039;&#039;not&#039;&#039;&#039; the price displayed in the in-game UFOpaedia. However, at the end of the month, the right fee is deducted. For more information, see [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]]. The Geo finance Graph shows a correct maintenance summary ([[LIGLOB.DAT]], updated once a month). Also see the next section.&lt;br /&gt;
&lt;br /&gt;
===Paying For Dirt===&lt;br /&gt;
If you take down any facility in any base that you own and leave bare dirt, then you will continue to pay maintenance on it. But not at the old rate of whatever the facility cost per month, filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay 80k per month. Thats 320k per hangar you take down. There are only two known ways to stop paying this premium - if you completely dismantle the base you stop paying any money for it, or if you build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete.&lt;br /&gt;
&lt;br /&gt;
It is also possible to stop the 80k per month charge by hex editing the base.dat file in the save game.  If you change the byte that indicates the number of days until the destroyed module from 00 to ff, you no longer pay for the dirt.&lt;br /&gt;
&lt;br /&gt;
If you start a facility and change your mind before it is complete, after the time when it would have completed you will start paying this 80k premium on that land as well.&lt;br /&gt;
&lt;br /&gt;
Note that this also applies to facilities that have been destroyed due to battle damage in [[Base Defence]] missions. If you have lost a facility in a base defence mission and you cannot afford to replace the original facility, consider building something cheap here to keep down this bug.&lt;br /&gt;
&lt;br /&gt;
===Base Facility Dismantle-Construction Crash===&lt;br /&gt;
In the Collectors Edition version, dismantling a facility while its construction is in progress can cause a crash when a second facility on another base square completes its construction.  To work around this, dismantle a facility only after its construction is complete.  If you have already dismantled such a facility, build something like a general stores on the same square to avoid the crash.  It is not known if this crash happens intermittently or always, or if it happens on most versions of the game or just the Collectors Edition.&lt;br /&gt;
&lt;br /&gt;
===Radar Stacking===&lt;br /&gt;
Despite the &amp;quot;Short Range&amp;quot; and &amp;quot;Long Range&amp;quot; detection bars displayed on each base&#039;s Information screen, only one radar of each type will be used at each base. Building additional radars of the same type will have no effect. One short and one long are useful until the [[Hyper-wave Decoder|Hyper-Wave Decoder]] makes both of them obsolete.&lt;br /&gt;
&lt;br /&gt;
===Phantom Radar===&lt;br /&gt;
When you dismantle detection equipment such as a radar or hyperwave detector, the related detection ability of the base does not decrease until a new facility of some kind is built in that base. Until a new facility is completes building at that base, the base continues to use this &amp;quot;phantom radar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This bug allows you to &amp;quot;upgrade in place&amp;quot;, for example building a new Hyper-Wave Decoder over the top of an existing Large Radar, and retaining the detection capability of the Large Radar until the Hyper-Wave Decoder completes building. (Unless something else completes building first).&lt;br /&gt;
&lt;br /&gt;
===Fixes for Base Construction Bugs===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, [[XcomUtil]] prevents the Base Disjoint bug (crudely). The [[User:Spike#Base_Fixer|BaseFixer]] utility corrects the Paying for Dirt, Phantom Radar, and Radar Stacking bugs. BaseFixer can be used manually on saved game files, or automatically via XcomUtil&#039;s hook mechanism.&lt;br /&gt;
&lt;br /&gt;
All these issues are also fixed by [[UFOextender]].&lt;br /&gt;
&lt;br /&gt;
==Geoscape Bugs==&lt;br /&gt;
&lt;br /&gt;
===First Radar Detection Data bug===&lt;br /&gt;
When a UFO is detected by a radar, you get certain data on it depending on the type of radar that detected it.  If the UFO later enters the range of another radar while staying in the range of the first, you will continue to get the initial data given, even if the new radar is more powerful than the first!  So if you detect a craft with a [[Small Radar System]], then the UFO moves into the range of a [[Hyper-wave Decoder]], clicking on the UFO will only give you the data as if the Small Radar detected it, so long as it remains in the Small Radar range!  In effect, the data you get about a UFO is determined when you first detect it, and not changed after that until you lose detection on the craft with the radar that first detected it.&lt;br /&gt;
&lt;br /&gt;
This bug most commonly shows up when a UFO is first detected by a patrolling aircraft and then remains in the range of the aircraft while also entering the range of a Hyper-Wave Decoder.&lt;br /&gt;
&lt;br /&gt;
=== Minimized Interceptor Bug ===&lt;br /&gt;
One fairly consistent cause of crashes is saving the geoscape game during a UFO standoff, with a [[UFO Interception]] window minimized to an icon. The next mission after that point will likely dump you to the green text screen, and perhaps an earlier battlescape mission instead of the proper one. What it seems to do is zoom back out of the combat too far when the fight is over, eventually causing the crash once it has gone a couple of steps further than it normally allows you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Open up [[UIGLOB.DAT]] in a hex editor. Change hex offset 0x06 to 00. This will reset the number of minimized interceptor windows to zero. Your interceptor unit can be selected to either return to base or continue on to complete its ground assault mission. &#039;&#039;NOTE: Make sure to back up your save game before editing it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- I was able to recover from this state by quickly sending in another interceptor ([[Firestorm]]) to take over, which allowed my first interceptor ([[Avenger]]) to break off and go home without crashing the game again. After the shootdown I overwrote the buggy savegame. --[[User:JellyfishGreen|JellyfishGreen]] 03:11, 22 Aug 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This happened to me also. I fixed it by replacing &amp;quot;[[UIGLOB.DAT]]&amp;quot; in the save folder with the same file from another saved game (from the same campaign a month earlier) [[User:bylund|bylund]] 00:15, January 12, 2007 (GMT+01)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interceptions: Last Shot Always Misses ===&lt;br /&gt;
When using Cautious attack when [[UFO Interception|intercepting a UFO]], your craft will stay at the maximum range of your longest-range weapon.  When using Standard attack, your craft will stay at the maximum range of your shortest-range weapon.  (Usually players use two weapons of the same type, so Cautious and Standard attack will behave the same in this regard.)&lt;br /&gt;
&lt;br /&gt;
As soon as the craft fires its last shot (expending all its ammo), it will drop back to &amp;quot;Standoff&amp;quot; range (70km).  This will make it appear that the UFO has backed away while the last missile(s) are in-flight, causing them to miss.  &lt;br /&gt;
&lt;br /&gt;
In order to hit a UFO with your last salvo of missiles (Stingrays, Avalanches, or Fusion Balls), you must switch to &amp;quot;Aggressive&amp;quot; attack before the last salvo reaches the UFO.  This will cause your craft to close in with the UFO, allowing the missiles to be in range when they reach the UFO.  However, Aggressive attacks will also bring you within range of the UFO&#039;s weapons, so you should hit the &amp;quot;Disengage&amp;quot; button as soon as the last salvo hits.&lt;br /&gt;
&lt;br /&gt;
===Elerium-fueled Craft Bug===&lt;br /&gt;
A [[Skyranger]] or [[Interceptor]], once dispatched, will return to base when its fuel supply has dropped to a level that it will only have just enough fuel to return to base.  Craft fueled by Elerium-115, however, will always report the &amp;quot;Low Fuel&amp;quot; message as soon at the fuel supply is 50% depleted, no matter where they are on the globe.  This significantly shortens the already minute time that a [[Firestorm]], [[Lightning]], or [[Avenger]] can be dispatched to patrol.&lt;br /&gt;
&lt;br /&gt;
===Medic Research Bug===&lt;br /&gt;
&lt;br /&gt;
The array holding live alien and autopsy data to randomly provide when an alien Medic is researched is four bytes too short. What this means in practice is that if you interrogate an alien Medic before you have at least two of these topics unlocked, the game will crash. To avoid this bug, do not research any alien Medics until you have performed either: a) two alien autopsies, b) an alien autopsy and an alien interrogation, or c) two alien interrogations of different species.&lt;br /&gt;
&lt;br /&gt;
===Never-ending Retaliation Bug===&lt;br /&gt;
Some times the aliens will send a [[battleship]] on a [[Alien_Retaliation|retaliation mission]] to the &amp;quot;wrong&amp;quot; base. F.ex: the [[Hyper-wave_Decoder|hyper-wave decoder]] may report its destination as South East Asia, but the ship will actually fly to your base in North America and attack it.&lt;br /&gt;
&lt;br /&gt;
Even if the battleship succeeds in getting past the base defences and its crew is subsequently defeated, the aliens won&#039;t &amp;quot;forget&amp;quot; the base&#039;s location as they normally do and instead keep sending another battleship every week or so. If your base is constructed with [[Base_Layout_Strategy|defendability]] in mind and crewed by experienced operatives this will net you heaps and heaps of alien weapons, corpses and prisoners very quickly. The downsides are, of course, playing the same base defence mission over and over again and having to maintain a garrison there at all times.&lt;br /&gt;
&lt;br /&gt;
More research is needed to find out what causes this bug, but it &#039;&#039;could&#039;&#039; have something to do with [[Mind_Shield|mind shields]] being finished between the scouting and assault parts of the aliens&#039; retaliation mission.&lt;br /&gt;
&lt;br /&gt;
=== Early Base Defence bug ===&lt;br /&gt;
&lt;br /&gt;
XBASE.DAT has 12 entries for each valid mission zone.  However, the initialization routine for a new game only resets the first 8 entries. If some of these entries have leftover data from a previous game, this may spawn an alien [[Battleship]] attacking the location specified, usually your first base. This results in an unprovoked [[Base Defence]] mission, within the first two weeks of the new game! (Normally, the aliens don&#039;t try to attack your bases unless you intercept UFOs, and they have to [[Alien Retaliation|search for a base]] before a Battleship can be deployed to assault it.)&lt;br /&gt;
&lt;br /&gt;
=== Cash Rollover Bug ===&lt;br /&gt;
&lt;br /&gt;
When your cash balance goes over $2,147,483,647, it will rollover and become  $-2,147,483,647. Which means your game is done for, unless you use an editor. Fortunately, by the time you accumulate this much cash, you have usually completed all necessary research to win the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When the game was written, the largest unit that a programmer had available was 32-bits. The programmers did not make this unsigned so the largest amount that could be stored is 2 ^ 31 - 1, which is 2147483647. Incrementing this causes it to overflow to a negative number due to [https://en.wikipedia.org/wiki/Two&#039;s_complement Two&#039;s complement arithmetic]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Battlescape Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Load bug after successful mission ===&lt;br /&gt;
After you finish a game you have saved and load the same game file again - the alien side goes first! I think it may be caused when you succesfully complete the mission and you get a notification like that the alien has died beacuse of no alien containment. The game still thinks that it is the aliens&#039; turn. So when I load the mission again- the aliens move first. If you load the same saved game again it will be OK. [[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
===Time Units Missing===&lt;br /&gt;
Very rarely when you end your first turn and all your units are inside the Skyranger in the next turn they all only have 4 time units remaining.&lt;br /&gt;
&lt;br /&gt;
=== Faulty Large Units ===&lt;br /&gt;
If you move a tank off a northward facing ledge, the rest of the tank will sink into a wall (if there is one), and cause the tank to get stuck. This won&#039;t happen if the tank moves off a south facing ledge as the primary quarter will fall after the rest of the tank. Aliens can also get stuck this way.&lt;br /&gt;
&lt;br /&gt;
Another, potentially annoying bug occurs when a large unit&#039;s graphics become messed up. During a base defence mission, a rocket tank may end up looking like 4 silacoids bunched together.&lt;br /&gt;
&lt;br /&gt;
===Unconscious Units are items===&lt;br /&gt;
This is actually an intentional programming choice... but it leads to several consequences which are bugs.&lt;br /&gt;
&lt;br /&gt;
Firstly, any unconscious unit can be killed instantly by even a weak explosion, like being nearby an exploding AC-HE shell... even a Muton with 125 Health or an X-com agent in Flying Armor whose high armor ratings normally make him immune to AC-HE damage.&lt;br /&gt;
Secondly, no experience is gained for killing enemies in this manner.&lt;br /&gt;
&lt;br /&gt;
You can prevent an unconscious unit&#039;s death from an explosion by picking it up... if a blaster bomb strikes the carrier and kills him, the unconscious unit will safely fall to the floor, unharmed.&lt;br /&gt;
&lt;br /&gt;
Unlike a conscious unit (not wearing x-com armor), an unconscious unit can laze about in the middle of a fire without taking damage, since a UNIT standing in fire takes damage, but an unconscious unit is an item, which all ignore fire.&lt;br /&gt;
&lt;br /&gt;
Forcing an MCed alien to pick up an unconscious X-com agent and carry him in its right hand can cause weird things to occur when you release the mind control. I think the game might crash when the alien tries to shove the agent into its magic pocket.&lt;br /&gt;
&lt;br /&gt;
If a non-flying unconscious unit wakes up while being carried by a flying unit, it will gain some sort of temporary hover ability. (I once placed an unconscious Chryssalid in my flying agent&#039;s backpack. A few turns later, some growls and screams were heard from overhead.)&lt;br /&gt;
&lt;br /&gt;
Save space! Each conscious unit takes up 1 tile (4 tiles for large units). An unconscious unit does not use up the tile... this might conceivably be useful if you wanted to abort a mission, but several panicked units were preventing other agents from boarding the skyranger...  &lt;br /&gt;
X-com agents refuse to ride piggyback or be picked up while conscious. So, if you want a non-flying unit to reach an 2nd floor place with no stairs or elevator, you will have to knock him out, then either throw him up, or have a flying unit pick him up and drop him... and presumably administer stimulant.&lt;br /&gt;
&lt;br /&gt;
This also leads to the INVISIBLE UNIT glitch. Frequently happens during Base Defence missions, since the item table is usually maxed out. Basically, the item table is so full that killed units do not leave corpses. However, this also means that unconscious units do not turn into  the Unconscious Unit item. The KOed unit will disappear from sight, but will still be visible as a red number and as a blue/yellow dot on overhead map. Since the unit is still a unit and not an item, you will be able to shoot it with projectile weapons and kill it. ALSO, this method enables you to raise any unit&#039;s stun bar all the way to 255, since you can still increase the stun meter, despite them already being unconscious. If you this bug occurs and interferes with your goal (capturing enemy Commander), the way to go is to destroy some of your items with explosion.&lt;br /&gt;
&lt;br /&gt;
===Funky Fire===&lt;br /&gt;
If a unit (alien or friendly) is on fire or standing in flames, an [[Incendiary]] explosion &#039;&#039;anywhere else on the map&#039;&#039; will do a small amount of damage to it, even if you just shoot an IC round at a random patch of ground. &lt;br /&gt;
&lt;br /&gt;
Similarly, if a unit (friendly units only) is standing in smoke when an incendiary explodes, it will take stun damage. This makes the combination of incendiary munitions and smoke quite hazardous until such time as all troops are armored.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;There is a [[Talk:Incendiary#Incendiary_Bug|working hypothesis]] for&amp;lt;/s&amp;gt; The cause of this bug is that each and every Incendiary explosion triggers the &amp;quot;Smoke and Fire&amp;quot; routine: applying fire damage, applying stun damage from smoke, calculating fire and smoke spreading, and &amp;quot;catch on fire&amp;quot; checks for units in fire.  &lt;br /&gt;
&lt;br /&gt;
Note that X-Com units wearing any kind of armor are immune to fire damage and IC-induced stun damage. Xcom HWPs are immune to stun, but take 40% damage from Incendiaries and WILL get killed quite efficiently by funky fire.&lt;br /&gt;
&lt;br /&gt;
===Tanks have full ammo during Base Defence===&lt;br /&gt;
HWPs in Enemy Unknown/UFO Defense and SWS in Terror From the Deep will always have full ammunition during a Base Defence mission even if there is not enough ammunition in storage to have them fully armed. &lt;br /&gt;
&lt;br /&gt;
This occurs because tanks are always initialised with full ammunition when they are spawned in the battlescape. However, the game does not make the necessary adjustments to their ammunition supplies and leaves them fully armed. Any ammunition that was in storage will be consumed normally. &lt;br /&gt;
&lt;br /&gt;
After the battle, any left over ammunition will be recovered and added to stores. If a base is regularly attacked, this can be [[ExploitsA#Free_Ammo_for_Tanks|exploited]] to create large amounts of ammo for free by sending away all of the ammunition to another base after each battle (particularly for Hovertanks/Launcher and Displacers/P.W.T., since their ammunition must otherwise be manufactured from alien materials).&lt;br /&gt;
&lt;br /&gt;
Note that this bug will arm a [[Coelacanth/Gauss]] in Terror From the Deep, but you will not recover any ammunition from it due to its own specific arming bug.&lt;br /&gt;
&lt;br /&gt;
=== Collectors Edition Blaster Bomb Bug ===&lt;br /&gt;
&lt;br /&gt;
Also known as Vertical Waypoint Blaster Bomb Bug. &lt;br /&gt;
&lt;br /&gt;
In the Collectors Edition of UFO, the [[Blaster Launcher]] has a bug that prevents it from going up or down on the same tile. Or in other words, you cannot change the elevation of the missile vertically on the same tile. &lt;br /&gt;
&lt;br /&gt;
Instead of flying down (or up) to the next waypoint, it will instead fly directly to the south at the pivot waypoint. Relative to the screen, this would be the lower left side of the screen. &lt;br /&gt;
&lt;br /&gt;
This does not happen if you plot the waypoints at an angle. Or, if the blaster bomb flies right off the map, it will reappear at the proper waypoint as long as  there are additional waypoints placed after the vertical move. The bug makes it impossible to fire Blaster Bombs up or down elevator shafts. Aliens are also affected by this bug. &lt;br /&gt;
&lt;br /&gt;
The Blaster Bomb bug in turn permits the [[Tactical Exploits#Milking Alien Bases|Elevator Shielding - Base Milking Exploit]], which provides unlimited risk-free experience and ultra-low-risk booty, so fixing it is a Good Thing. Base Milking in general is a legitimate tactic, but doing Base Milking risk-free via the Elevator Shielding is just an exploit.&lt;br /&gt;
&lt;br /&gt;
This bug also applies to the [[Disruptor Pulse Launcher]] in TFTD.&lt;br /&gt;
&lt;br /&gt;
===Blaster Launcher Dud Shells Bug===&lt;br /&gt;
&lt;br /&gt;
Shots which have only one waypoint, or explode before reaching their first waypoint, leave the Blaster Launcher showing 0 rounds, but still containing a dud shell which must be unloaded before the launcher can be reloaded. On earlier versions of the game (pre-Win CE) this also happens with reaction fire, and with 1-waypoint shots that fly off the map. &lt;br /&gt;
&lt;br /&gt;
=== The trouble with Mines in General === &lt;br /&gt;
&lt;br /&gt;
Proximity mines are strangely implemented in UFO and TFTD. While they behave as you would expect them to half of the time, the mines do not behave like conventional weapons. &lt;br /&gt;
&lt;br /&gt;
First, experience attribution is awarded to the person that sets off the mine. &lt;br /&gt;
&lt;br /&gt;
Secondly, the armed states for [[Proximity Grenade]]s in both UFO and TFTD are NOT stored in save games. If a proximity grenade is primed, then the game is saved and reloaded, the grenade will not only not go off as it should, but the &amp;quot;Prime Grenade&amp;quot; action will still be absent, so it&#039;s impossible to re-arm it.&lt;br /&gt;
&lt;br /&gt;
=== Grenade Timer Behaviour === &lt;br /&gt;
&lt;br /&gt;
A primed explosive (Grenade, High Explosive, Alien Grenade) will not explode if it&#039;s still in your inventory (hand, belt etc) when the timer runs out. It will only detonate when it&#039;s on the ground. If your soldier falls unconscious or gets killed, the primed explosive will be counted as being on the ground. Then it will blow up, likely taking out your gear and body. This &#039;feature&#039; allows for the hot potato or [[Grenade Relay]] strategy which is fairly unique to X-COM where a live grenade well past its use-by date can be passed from squad member to squad member. &lt;br /&gt;
&lt;br /&gt;
For a more a detailed explanation on detonation conditions, see [[Understanding Grenades]].&lt;br /&gt;
&lt;br /&gt;
=== Mountain Map ===&lt;br /&gt;
Due to a bug in the way this tileset was created, when you shoot the ground, it doesn&#039;t burn up - it turns into a tree stump.&lt;br /&gt;
&lt;br /&gt;
Because the stump is on object, as opposed to actual ground, any objects that were in the tile already (for example, UFO hulls or the landing gear of your craft) get replaced by these stumps, making it seem as if they were destroyed.&lt;br /&gt;
&lt;br /&gt;
Tree stumps don&#039;t take much damage, so they often get burnt up immediately if an explosive goes off, leaving nothing but burnt ground behind. It is easier to view the effects of this bug by shooting the ground instead.&lt;br /&gt;
&lt;br /&gt;
For more details, see [[Explosions#Mile-High_Madness|Mountain Madness]].&lt;br /&gt;
&lt;br /&gt;
=== What just exploded? ===&lt;br /&gt;
In some versions of the game, a bug allows an armed proximity mine to transfer its properties to some other item in the next mission, which then may explode unexpectedly.  (If the item is left on the floor of the XCOM craft, it will explode as you walk past it.)  This problem can be rectified by reloading the game -- as a precaution, save before you move your first soldier.&lt;br /&gt;
&lt;br /&gt;
=== Door jam ===&lt;br /&gt;
If a door is open when a game is saved on the Battlescape and that game is subsequently restored, the door will remain open for the remainder of that mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MIA Bugs ===&lt;br /&gt;
&lt;br /&gt;
The routine which checks whether units are &amp;quot;Missing in Action&amp;quot; or not has several bugs in it. Specifically:&lt;br /&gt;
&lt;br /&gt;
* Soldiers that have been [[Psionics|mind-controlled]] and not yet returned to X-Com control (whether by mind-control on the final turn, or because they were stunned while mind-controlled and haven&#039;t woken up yet) will be listed as MIA and permanently lost.&lt;br /&gt;
&lt;br /&gt;
* If you abort a mission while aliens are under X-COM mind-control, you will be penalised for any mind-controlled aliens outside the exit area as though they were MIA (-20 points each). In PlayStation versions of the game, this does not occur as all mind-controlled aliens at mission end are considered captured.&lt;br /&gt;
&lt;br /&gt;
* The only action which resets the location of unconscious soldiers, for the purposes of the MIA algorithm, is &#039;&#039;&#039;dropping&#039;&#039;&#039;. As such, soldiers carried or thrown back into the dropship and not subsequently dropped inside will be listed as MIA and permanently lost, while soldiers stunned or dropped inside the dropship and carried or thrown outside will be recovered safely.&lt;br /&gt;
&lt;br /&gt;
===20 Proximity Grenade Limit===&lt;br /&gt;
&lt;br /&gt;
The array used to denote armed [[Proximity Grenade]]s is limited to 20 entries, meaning you are limited to 20 active mines at a time.  The 21st and subsequent Proximity grenades can be primed like normal and will give appropriate messages, but they will not detonate even when the normal trigger conditions are met.  Note that Proximity Mines that have detonated or otherwise been destroyed are removed from the array, freeing up positions; the limit is 20 ACTIVE Proximity Grenades at one time.  In normal gameplay, this is probably not a restriction, in light of the [[Known_Bugs#80-Item_Limit|80 Item Limit]], since you&#039;d need to have more than 1/4th of the cargo space in the dropship filled with Proximity Grenades.&lt;br /&gt;
&lt;br /&gt;
===Base Defence Elerium bug===&lt;br /&gt;
&lt;br /&gt;
On DOS versions of UFO Defense, Elerium pods may spawn as items from the base stockpile during a Base Defence bug.  Each pod represents 50 units of Elerium and will be normally collected after the mission, same as any other item such as Heavy Lasers or Blaster Bombs. HOWEVER. The program will potentially generate 1 elerium POD for every 1 UNIT of elerium in your inventory. Thus, if you had only 10 lasers and 50 Elerium listed in your Sell screen, you would see 10 lasers and 50 Elerium Crystals in your Soldier Equip Screen, which would translate to 50 Elerium pods and 10 lasers scattered around your base. This equals 2500 Elerium, BTW. You basically have the potential to multiply your elerium stocks by 50.&lt;br /&gt;
&lt;br /&gt;
===Berserk HWP crashes the game===&lt;br /&gt;
&lt;br /&gt;
Admittedly, this is unlikely to arise under normal play. But, anyhow, your HWPs can only lose morale by killing friendly units. Not much for each unit killed, either. Anyhow, a berserk HWP will crash the game. (except for the Hovertank/Launcher, which does not fire when it goes berserk.)&lt;br /&gt;
Likewise, if you MC a cyberdisc or Sectopod and have it kills lots of aliens, it&#039;ll go berserk and crash the game. The error happens because of an oversight from the developers: the built-in weapons of HWP are handled differently from handed weapons, no OBDATA.DAT entries exist for them. The berserk code will try to access the nonexistent entry, resulting in a crash. The Celatid has yet to be tested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The part about HWPs only losing morale by blue-on-blue isn&#039;t true: I had a rocket tank go berserk on me in a terror mission when a floater blew up my whole force with a single grenade in the first alien turn. The game crashed alright; I have the CE version with UFOextender.--[[User:Amitakartok|amitakartok]] 08:24, 11 January 2012 (EST)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Unless my memory is playing tricks on me, I clearly remember an very bizarre incident like yours but where the rocket HWP panicked (all other X-COM units had just been killed) but the game didn&#039;t crash (I play the DOS version) and the tank shot all its rockets randomly until it ran out of ammo. I remember that its TU numbers being while firing showed 255 TUs or some other impossible value (I hadn&#039;t done any manual edits). I don&#039;t remember if it crashed at the end but it did fire!&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
::&#039;&#039;And this reminds me of yet another panicked HWP incident but involving a Cannon HWP. I was expecting it to waste all its ammo (based on my previous experience) but it only fired a few shots and the TU level didn&#039;t went up crazy.&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
===Limited Unit Slots - Battlescape Crash===&lt;br /&gt;
&lt;br /&gt;
This tends to arise during Base Defence Missions. The game is was designed to be limited to 40 soldiers/hovertanks and XXXX aliens for a total of XXXX . Having a full complement of soldiers during a Superhuman difficulty base defence will max out these limits. Thus when either side starts playing around with mind control too much, something goes wrong causing the entire game to crash.&lt;br /&gt;
It might also be something to do with maximum items on the battlescape.&lt;br /&gt;
In any case, the workaround seems to be killing aliens and destroying items on the battlescape... doesn&#039;t always work, but it seems to help.&lt;br /&gt;
You might want to make several in-battle saves for these situations, even if you normally play Ironman mode.&lt;br /&gt;
&lt;br /&gt;
===Left arm fatal wound instead of torso (energy penalty)===&lt;br /&gt;
&lt;br /&gt;
According to UFO Defence [http://cdn.steampowered.com/Manuals/7760/x-com%20ufo%20defense%20manual.pdf manual], torso fatal wounds affect energy replenish rate, which is logical. But in the game fatal wounds of the &#039;&#039;&#039;left arm&#039;&#039;&#039; affect energy replenish rate, &#039;&#039;&#039;not the torso&#039;&#039;&#039;. Which is an obvious coding bug (though not a fatal one).&lt;br /&gt;
&lt;br /&gt;
===Invisible Chryssalids===&lt;br /&gt;
&lt;br /&gt;
After reloading a saved game with a mission where zombies are present, the resulting Chryssalids might be invisible.  This only happens when zombies are present but all Chryssalids are either dead or KO.  This issues occurs because the load-game routine only loads graphics files for active units.  When the chryssalids&#039; files are loaded, the game also loads the files for zombies but this is not true in reverse.  [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
===Displayed Firing Accuracy penalties from Health loss===&lt;br /&gt;
&lt;br /&gt;
When one clicks on a wounded unit and examines its stat display, the unit&#039;s Firing Accuracy is shown to be lowered from its original value to (Original value * remaining health / total health). This is inaccurate; the actual effect is a much milder (Original value * (0.75 + 0.25 * remaining health / total health)). The displayed percentage accuracies when selecting a shot type are, however, correct.&lt;br /&gt;
&lt;br /&gt;
== Character Inventory Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Alien Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; When examining an Alien&#039;s inventory (via an Exploit), you will see that sometimes the alien will stack multiple items of equipment on the same slot - its right leg. It&#039;s not always obvious that there are multiple objects in the slot until you &#039;pick up&#039; the first object and can see other objects still in the slot. &lt;br /&gt;
Before you remove an item from the Alien&#039;s right leg, make sure you have enough time units to place it somewhere else. If you run out of time units, you will likely have to force a quit and cannot save your game. It &#039;&#039;&#039;may&#039;&#039;&#039; be possible to move the item to the left leg slot for 0 TUs, &#039;&#039;&#039;if&#039;&#039;&#039; the item will fit in that slot. If not, you will have to terminate the game. (Press ALT-TAB to get to any other window, then CTRL-ALT-DEL to bring up Task Manager, and then terminate the process that corresponds to the game).&lt;br /&gt;
&lt;br /&gt;
=== Item-stacking Bug ===&lt;br /&gt;
It is possible to put more than one item in a given spot.  When an item is stacked with a [[Stun Rod]], this can make it possible for X-COM soldiers to perform &amp;quot;melee&amp;quot; attacks.  See [[Item Stacking Bug]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Carrying Unconscious Units===&lt;br /&gt;
If one of your soldiers is carrying an unconscious unit in their hands and the unit either wakes up from stun or dies, they will be removed from the Inventory display, but will still appear to be in the carrying soldier&#039;s hands in the Battlescape.  Clicking on the phantom body in the Battlescape will crash the game!&lt;br /&gt;
This error can be easily cleared by switching to the Inventory screen and moving another item into the hand that used to be carrying the body.  Even swapping the gun to the other hand will do.  Refer to : [[Unconscious#Bug|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
===Disappearing Ammo===&lt;br /&gt;
Partially-used clips in alien or X-COM weapons disappear at the end of a mission. This dictates that you should try to use clips that are not full.  However, in DOS versions of the game, you can unload used clips to recover them as full clips with the tradeoff of all loaded clips (used or otherwise) will count as spent and disappear (this shouldn&#039;t seem to be a problem, until you start using blasters and will find that you&#039;re running out of ammo fast).  You can also use [[XcomUtil]] to recover partially used clips.  [[UFOextender]] will count up all the individual rounds of ammo present and repackage them into full clips at the end of a mission, so only the leftover ammo that cannot make a full clip is discarded. Even when used clips are discarded, you will still get credit ([[Scoring|score]]) at the end of missions for recovering them. &lt;br /&gt;
&lt;br /&gt;
When aborting a mission, any full clips loaded in any alien weapons brought back to the transport/access lift will not be recovered unless the clips are unloaded first. This includes [[Blaster Bomb]]s and [[Stun Bomb]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ammo Weight Bugs ===&lt;br /&gt;
&lt;br /&gt;
In general, the game engine handles the weight allocation of ammo/clips &#039;&#039;&#039;loaded into weapons&#039;&#039;&#039; very badly. There was a good design to handle ammo weight, but it was not properly implemented. As a result there is a set of bugs relating to ammo/clip weight and encumbrance that share overlapping causes and effects.&lt;br /&gt;
&lt;br /&gt;
==== Equip Phase Ammo Load Error ====&lt;br /&gt;
&lt;br /&gt;
The game routine for placing ammo into weapons at the beginning of the equip phase does not correctly set all object and unit values. It should set the ammo as loaded into the weapon, the weapon as being held by the soldier, and the map position of the weapon and the ammo as the same as the soldier. Looks like it does not do one or more of these things. Whatever values the game doesn&#039;t set, do get set if you manually load or reload the weapon, either during the equip phase, or during the game. &lt;br /&gt;
&lt;br /&gt;
Specifically, the game&#039;s auto-equip functions at the beginning of the equip phase fail to set offset 0x04 of the [[OBPOS.DAT]] record to point to the soldier who owns the ammo. These functions leave the value = 0xff, which implies &amp;quot;on the ground&amp;quot;. They also leave the ammo location as being the equipment pile, rather than the location of the soldier. The other values are set correctly. Manually loading ammo into a weapon, during the equip phase or during combat, correctly sets all values. The ownership points to the soldier and the location to the soldier&#039;s location. &lt;br /&gt;
&lt;br /&gt;
This bug is the cause of [[Known_Bugs#Weightless_Loaded_Ammo|Weightless Loaded Ammo]]. Probably the only other impact of this bug is that XComUtil can&#039;t detect the fact that the ammo is loaded into the weapon, for the purpose of AutoCombat. It might have other subtle effects on any utilities that deal with equipping soldiers. &lt;br /&gt;
&lt;br /&gt;
====Weightless Loaded Ammo====&lt;br /&gt;
&lt;br /&gt;
Ammo that is automatically pre-loaded into a weapon at the start of the Equip Phase of a mission does not initially count towards any soldier&#039;s carried weight (Encumbrance). If the weapon is subsequently unloaded during the Equip Phase or later in the mission, the soldier&#039;s encumbrance will &#039;&#039;increase&#039;&#039;.  This will probably only be noticed if the unloaded clip was not discarded (e.g. because it was not fully empty). This is due to a bug in the game&#039;s original weight calculation routine that was uncovered (but not caused) by Seb76&#039;s inventory screen improvements.&lt;br /&gt;
&lt;br /&gt;
The Weightless Loaded Ammo bug slightly advantages X-Com. It leads to a set of relatively minor exploits. Using this bug, you can get weak soldiers to carry heavy weapons with (usually) a single clip and no TU penalty. For weapons that use multiple ammo types (which auto-equip with AP by preference), by manipulating the overall supply of ammo of different types you can to some extent persuade the auto equip algorithm to load your preferred ammo type for these weaker soldiers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:51, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Displaced Ammo Weight ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance: Apart from weapons pre-loaded by the game, be sure to unload any weapons before dropping them. Drop, pick up and transfer ammo only when it is not loaded into a weapon.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dropped ammo clips that are still loaded into dropped weapons are not un-assigned from the unit carrying them. The weight of the ammo / clips continues to count against the unit&#039;s [[Time Units#Encumbrance|Encumbrance]] as &#039;displaced weight&#039; that can&#039;t be removed by ordinary means. This is an original game bug that only becomes apparent when using mods that display the unit&#039;s current encumbrance. The effect continues until the ammo is unloaded (either by the original holder picking up the weapon again and unloading it, or someone else picking it up and unloading it). Once the ammo is unloaded, its weight is applied to the actual current holder, only, and is released from the original holder. &lt;br /&gt;
&lt;br /&gt;
This bug also applies during the Equip Phase, if one soldier loads a weapon, drops it, and another soldier picks it up. &lt;br /&gt;
&lt;br /&gt;
In some senses this bug is the opposite of the Weightless Ammo Bug, and each bug has probably tended to obscure the effects of the other. For example, clips affected by the Weightless Ammo Bug (clips automatically loaded by the game) are not so obviously affected by this bug, since their displaced weight is &#039;carried&#039; by the Equipment Pile rather than any specific Soldier. (In another sense, this is the same bug, with the weight displaced to the Equipment Pile rather than to another soldier.)&lt;br /&gt;
&lt;br /&gt;
See [[User_talk:Seb76#Inventory_screen_ammo_weight_bug|this discussion]] for more information on this bug.&lt;br /&gt;
&lt;br /&gt;
==== Ammo Weight Exploits ====&lt;br /&gt;
&lt;br /&gt;
As noted above, Weightless Ammo is, in itself, a minor exploit, since it provides some extra penalty-free carrying capacity in combat. &lt;br /&gt;
&lt;br /&gt;
On the face of it, the Displaced Weight Bug is not an exploit, since for every decrease in weight on one soldier there is a corresponding increase in weight on another soldier. However the Displaced Weight bug could potentially be exploited by having one soldier first load and then drop a lot of weapons, and then move away from the resulting pile to allow others to pick up. This would create a reserve of weapons where all the ammo weight was being &#039;carried&#039; by this &amp;quot;weight sink&amp;quot; soldier, freeing up encumbrance for other soldiers. For example, all recon and front line soldiers required to be mobile could get reduced weight, at the expense of a single soldier having extremely reduced mobility/TUs. However, as the game&#039;s auto equip routines already load all initial weapons with weightless ammo, this would only be useful after combat had been progressing for some time, for reloads rather than initial loads, and it would require the squad to regroup around this &amp;quot;sink&amp;quot;, or ferry weapons to/from the &amp;quot;sink&amp;quot;. It might be most useful with Rocket Launchers (high weight, high ammo weight, one round before reload).&lt;br /&gt;
&lt;br /&gt;
== Storage and Transfer Bugs ==&lt;br /&gt;
&lt;br /&gt;
===Sticky Craft Transfer Fee glitch===&lt;br /&gt;
As pointed out by [[User:Zombie|Zombie]] and [[User:Danial|Danial]], transferring any craft causes &#039;&#039;&#039;&#039;&#039;all subsequent transfers to have that cost added to it&#039;&#039;&#039;&#039;&#039;, for as long as the craft is in transit. Additional craft in transit will add additional fees. (This has also been called the Exponential Transfer Fee bug, although it&#039;s actually additive, not exponential.)&lt;br /&gt;
&lt;br /&gt;
Example (all numbers are only approximations):&lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of pistol transfer (&amp;amp;harr; = to or from)&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA       80&lt;br /&gt;
 EU  &amp;amp;harr; Asia      100&lt;br /&gt;
 USA &amp;amp;harr; Asia      120&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of craft transfer&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1600               &#039;&#039;Notice how transfer fees always work as relative percents,&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2000               &#039;&#039;probably on a distance-based formula&lt;br /&gt;
 USA &amp;amp;harr; Asia     2400&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost to transfer &#039;&#039;&#039;pistol&#039;&#039;&#039;, after transferring craft from EU to Asia for $2000&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1680   (80+1600)&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2100  (100+2000)&lt;br /&gt;
 USA &amp;amp;harr; Asia     2520  (120+2400)&lt;br /&gt;
&lt;br /&gt;
The cost of the craft transfer &amp;quot;sticks&amp;quot; to &#039;&#039;&#039;all&#039;&#039;&#039; subsequent transfers, until the craft arrives - although it acts on a proportionate basis, which is probably distance related.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this cost is &#039;&#039;&#039;additive&#039;&#039;&#039;. That is to say, if you transferred a second craft from EU to Asia while the first was still in transit, it would cost $4000 ($2000 plus $2000 - it too suffers from the glitch!), it would then cost e.g. $4100 to transfer a pistol from EU to Asia. Having even more craft in transit would add even more fees.&lt;br /&gt;
&lt;br /&gt;
This only appears to happen with aircraft, although it does happen for them all. So try to transfer aircraft individually, and not transfer anything else while you do - assuming you aren&#039;t awash in money. (The bug will cost you in the low thousands of dollars per craft being transferred.)&lt;br /&gt;
&lt;br /&gt;
A related problem is that, if you are in the Transfer screen, start to transfer a craft, and then cancel because you remembered you wanted to send something else first - if you then try to Transfer something on that same screen, &#039;&#039;it will still get the sticky craft fee added&#039;&#039;. Try it and see. You have to back up out to the main Base screen and hit Transfer again, to get rid of the sticky fee from a canceled craft transfer.&lt;br /&gt;
&lt;br /&gt;
===Fuel dump on transfer===&lt;br /&gt;
Transferring a craft with 100% fuel will dump it somewhere along the way. &lt;br /&gt;
When it arrives at its destination, its fuel gauge will read empty (ie: 0% FUEL), but it will be listed as ready. If you launch your craft for a mission (any mission will do) its fuel gauge will still read empty. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This can be [[ExploitsA#Infinite_Fuel|exploited]], but it is very annoying if you want to quickly turn around a troop transport for another mission. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can force a refuel by sending out the craft and immediately recalling it back to base.&lt;br /&gt;
:The zero fuel on arrival is not really a bug. The designers intended for this to happen.  The actual bug is that the planes&#039;s state is not changed from &amp;quot;ready&amp;quot; to &amp;quot;refueling&amp;quot; when it arrives.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 07:15, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Transfer Limit cash eater===&lt;br /&gt;
Only 100 items can be in transit at a time. (Here, a transfer of e.g. 200 Elerium counts as one &amp;quot;item&amp;quot;. Also, all soldiers are counted individually.) If you go over the limit, you will get a warning that there is no more transport capacity. If you STILL try to transport something after getting the warning, the item will stay where it is, but the transportation cost still gets deducted. Bad if you&#039;re shuffling expensive aircraft. The extra cost isn&#039;t that bad. Recovering just one alien weapon will likely cover the money you will lose to this bug over the course of a game.&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;80%&amp;quot; align = &amp;quot;center&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| Tip&lt;br /&gt;
|-&lt;br /&gt;
| To Clarify what constitutes an item in the transfer screen, think of them as batches of X amount. For example, if you transfer 200 alien alloys now, and then decide to transfer another 50 alloys later, this will count as two items in transit. Now, when you look at your transfers, you&#039;ll now have two items. Two batches of alien alloys, one with 200 units and the other with 50 units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfer crash ===&lt;br /&gt;
If you transfer something to another base the game crashes right after acknowledging the transfer price.&lt;br /&gt;
&lt;br /&gt;
Solution: Start UFO, select English language, finish your transfer, save game, restart with your normal language settings (http://www.xcomufo.com/x1faq.html)&lt;br /&gt;
&lt;br /&gt;
===Storage Limit===&lt;br /&gt;
You can not store more than 9,999 of any one item in the general stores at a specific base at one time.  However, this will likely only happen with [[Alien Alloys]] or [[Elerium-115]].  &lt;br /&gt;
Still, consider yourself warned.  If you&#039;re coming close to the limit, consider transferring the extra to other bases or even selling it, as any extra collected beyond the limit will &#039;disappear&#039; and be wasted.&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits===&lt;br /&gt;
&lt;br /&gt;
The storage capacity of a base is normally limited by the capacity of the General Stores. However this can be exceeded in a number of ways:&lt;br /&gt;
&lt;br /&gt;
* By exploiting some of the Base Storage Anomalies (see below)&lt;br /&gt;
* By storing surplus equipment in transport aircraft (up to the 80 item limit). Note that if both the aircraft and the base are full, you can no longer move equipment between the aircraft and base (in either direction). &lt;br /&gt;
* Anything manufactured at the base will be stored there regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
* Anything captured on a mission by an aircraft operating from the base will be stored at the base, regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
&lt;br /&gt;
These could perhaps be considered minor exploits.&lt;br /&gt;
&lt;br /&gt;
===Base Storage Anomalies===&lt;br /&gt;
&lt;br /&gt;
There are some quirks in how the game calculates, and displays, base storage capacity used and available. These quirks are not all consistent with each other, which leads to some strange behaviour. A typical example would be moving a set of items out of Stores, immediately trying to put the exact same set of items back into Stores, and this failing due to &amp;quot;insufficient space&amp;quot;. A more detailed discussion is in [[Talk:Base Stores#Base Stores Anomalies]].&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits when Transferring Craft===&lt;br /&gt;
&lt;br /&gt;
Usually you can&#039;t transfer crafts to bases without capacity for them as you&#039;ll get an error when you press the Up arrow. However, if you press the Down arrow when the craft quantity is already at 0, the game will still think you&#039;re removing crafts from the destination base and &amp;quot;add capacity&amp;quot;, so you can then press the Up arrow again to transfer the crafts without error. This doesn&#039;t work with other transferable items.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve broken the limit once, you don&#039;t need to do this trick anymore as the error won&#039;t show up again (the game probably doesn&#039;t check for negative capacity). You can also exceed storage and personnel capacity this way, as Transport Crafts will carry their contents over. For example, if you press the Down arrow on a Skyranger with 14 soldiers, the game will &amp;quot;add capacity&amp;quot; for 1 craft and 14 personnel on the destination base.&lt;br /&gt;
&lt;br /&gt;
You can also orphan crafts this way by removing a base with crafts but no hangars, which can cause all sorts of weird behavior.&lt;br /&gt;
&lt;br /&gt;
== Soldier Limits and Recruiting Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Soldier Recruiting Bugs ===&lt;br /&gt;
&lt;br /&gt;
Also there are 3 bugs related to recruiting soldiers: &lt;br /&gt;
&lt;br /&gt;
* You still get charged for Soldiers you try to purchase above the No More Soldiers limit.&lt;br /&gt;
* The error message that appears when you hire too many soldiers must be dismissed (click OK) once for each soldier over the limit, i.e. up to 255 times. &lt;br /&gt;
* You get also charged for Soldiers you try to purchase above the Transfer Limit (100 at a time).&lt;br /&gt;
&lt;br /&gt;
== Manufacturing and Research Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Zero Unit Manufacturing Exploit ===&lt;br /&gt;
&lt;br /&gt;
If you start a manufacturing project with zero items to build, close the screen, and then go back to assign staff and a non-zero build amount later, the first item is built for free. If you only build one item at a time, you can build them all for free. Obviously, this is cheating. It&#039;s also a bit tedious. It might be excusable if you&#039;re really short of money.&lt;br /&gt;
&lt;br /&gt;
=== Research Rollover ===&lt;br /&gt;
&lt;br /&gt;
At midnight, research projects are checked for completion in the order shown on your Projects screen (which is the same order as for picking new Projects, for [[RESEARCH.DAT]], etc.). But X-COM does not track the effort of individual scientists, so when a project ends, its scientists can be re-assigned before the game checks the next project.&lt;br /&gt;
&lt;br /&gt;
The upshot is that you can re-use scientists from completed projects as long as you put them on projects (existing or new) that are [[RESEARCH.DAT|farther down the list]] than the one that just finished. And if you assign more scientists than projects need, you can finish multiple projects immediately! &lt;br /&gt;
&lt;br /&gt;
To best use this exploit:&lt;br /&gt;
*If projects (new or existing) have equal priority to you, start new scientists at the top of your list (the [[RESEARCH.DAT|lowest-numbered]] project) and work them &amp;quot;down&amp;quot; from there. This minimizes the number of times that scientists wind up at the end of the project list (where you can&#039;t exploit them).&lt;br /&gt;
*It works especially well later in the game if you have a full complement of scientists (practical limit of 250 at a base) and apply them to the many &amp;quot;fluff&amp;quot; alien, corpse, and alien-room projects that [[Research_Technical_Details#Research_Time|average less than 250 research days]]. You might finish a lot at once.&lt;br /&gt;
*If using it, you don&#039;t have to worry about &amp;quot;wasted&amp;quot; research effort due to allocating too many scientists to a project on its last day. Unless you&#039;re at the end of the project list, wasted scientists can be re-used, too - sometimes many times.&lt;br /&gt;
&lt;br /&gt;
=== Overcrowded Engineers And Scientists ===&lt;br /&gt;
In the Dos version (probably the others as well) if you hire more than 255 engineers in a single base, the number of engineers in the base will read a negative number once the 257th  engineer arrives. Any Engineers engaged in projects will continue to work on them, but if you cancel the project you will lose engineers until you have lost 255 of them. &lt;br /&gt;
This bug also affects scientists. It may be exploitable to pay a negative salary at the end of the month.&lt;br /&gt;
&lt;br /&gt;
If you hire exactly 256 scientists or engineers, the total rolls over to zero. You pay zero salaries, and the resulting free Manufacturing / Research is limited only by the capacity of your Factories / Laboratories. Also works in TFTD.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: you need to make sure that not all of their projects finish at the same time.&lt;br /&gt;
Otherwise, you would be stuck with 0 &#039;available&#039; workers/scientists, i.e. unable to assign them to a new project.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Limit Bug===&lt;br /&gt;
The number of hours remaining on a [[Manufacturing_Profitability#Profit_tables|manufacturing project]] is stored in a two-byte integer.  If you build enough items that the total number of Engineer Hours required for construction is above 65535 hours, it will wrap around to 0 hours and display from there.  Typically this drastically understates the amount of time that will be spent working on the items, but strictly speaking, it only subtracts 65k hours (so a huge project like 120k hours would still show ~55k hours&#039; worth of Engineer time needed).&lt;br /&gt;
&lt;br /&gt;
This bug is not dependent on the number of engineers assigned to the project; it is a function of the number of engineer hours needed.  You will most likely run into it when trying to build 2 Avengers at the same time or when queuing up large orders of items in bulk, such as armor or Laser Cannons.  As a practical example, the number of Avengers needed to trigger the bug is 2.  The number of Laser Cannons is 219.  Toggle back and forth between 218 and 219 laser cannons at the beginning of a project to see the effects.&lt;br /&gt;
&lt;br /&gt;
It is known with certainty that this exists as a display issue - the screen will say you need less time than you should when you go over 65536 Engineer hours. [[User:Arrow Quivershaft|Arrow Quivershaft]] is also sure he&#039;s seen it eat an Avenger... he ordered two but only got one, even though it took the time, and cost the money, for two. He&#039;s tried to replicate this and hasn&#039;t been able to, however. So it clearly is at least a superficial display issue, and may be more than that ... possibly dependent on even something else. In any event, keep an eye on projects with more than 65k Engineer hours (and report back here!)... or just avoid going that high.&lt;br /&gt;
&lt;br /&gt;
== UFOPaedia Errors ==&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapon hit probabilities ===&lt;br /&gt;
&lt;br /&gt;
There is a bug in the in-game UFOPaedia. It mistakenly reads the damage value field when reporting the hit chance for a craft weapon. Hence:&lt;br /&gt;
&lt;br /&gt;
* Cannon shows 10% not 25%&lt;br /&gt;
* Avalanche shows 100% not 80%&lt;br /&gt;
* Laser Cannon shows 70% not 35%&lt;br /&gt;
* Plasma Beam shows 140% not 50%&lt;br /&gt;
* Fusion Ball shows 230% (!!!) not 100%&lt;br /&gt;
&lt;br /&gt;
Possibly the reason this bug was missed during testing is that the first weapon in the data files, Stingray, actually does have Damage equal to its hit probability.&lt;br /&gt;
&lt;br /&gt;
In the CE version, this is the problem piece of code:&lt;br /&gt;
.text 45B2CC: 0F BF 4E 06 &lt;br /&gt;
&lt;br /&gt;
Change the 06 to 04.  The offset may not be correct for everyone but it should be close.  I don&#039;t know the offset in the DOS version.&lt;br /&gt;
[[User:Morgan525|Tycho]] 06:27, 1 April 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapon reload rates ===&lt;br /&gt;
&lt;br /&gt;
From empirical research it looks like the reload rates of craft weapons are not stated correctly in the UFOPaedia. For example, the rates of fire of the Laser Cannon and Plasma Cannon are actually the same as each other, and they are both about six times slower than the regular Cannon (so about 12s) - whereas the UFOPaedia entry gives the reload times (inverse of the rate of fire) as being:&lt;br /&gt;
&lt;br /&gt;
 Cannon       2s&lt;br /&gt;
 Laser Cannon 4s&lt;br /&gt;
 Plasma Beam  6s&lt;br /&gt;
&lt;br /&gt;
Similarly the UFOPaedia shows the Fusion Ball as having 3/5 the rate of fire of a Stingray missile, with the Fusion Ball being slower than an Avalanche missile; but empirically the Fusion Ball and Stingray have the same rate of fire, and so the Fusion Ball is faster than the Avalanche. See the discussion in [[Craft_Combat_Mechanics#Observed_Rates_of_Fire|Craft Combat Mechanics - Observed Rates of Fire]] for more details, but keep in mind recent code digs have clarified the picture from this initial rough approximation. It seems reasonable to assume the actual reload rates are coming from a different part of the executable, different to the locations used  populate these values that are displayed in the UFOPaedia. [[User:Spike|Spike]] 23:25, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Alien Containment size===&lt;br /&gt;
&lt;br /&gt;
The UFOpaedia in-game claims that each [[Alien Containment]] module can hold 10 live aliens. This is not in fact the case; the true limit is 50 aliens in containment among all bases, regardless of how many Alien Containment modules exist (though live aliens can only be stored at bases with Alien Containment). As such, building more Alien Containment modules, or shuffling aliens around between bases, will &#039;&#039;&#039;not&#039;&#039;&#039; free up space; the only way to free up space is to research some of the captured aliens (which removes them from containment).&lt;br /&gt;
&lt;br /&gt;
===Radar detection chances===&lt;br /&gt;
&lt;br /&gt;
The UFOpaedia in-game claims that both Small Radar and Large Radar facilities have a 5% chance of detecting UFOs every 10 minutes. In fact, this is not the case; Small Radar has a 10% chance of detecting UFOs per 30 minutes (less than advertised), while Large Radar has a 20% chance of detecting UFOs per 30 minutes (more than advertised). Note also the [[Known_Bugs#Radar_Stacking|Radar Stacking]] bug.&lt;br /&gt;
&lt;br /&gt;
== Other Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Bug ===&lt;br /&gt;
The DOS version has a problem where no matter what difficulty level you choose, it will revert to &amp;quot;Beginner&amp;quot; level after the first mission. This is caused by one incorrectly set bit in all DOS versions of the game (1.0 through to 1.4). The Collectors Edition Windows port (also commonly known as UFO Gold or CE) does not have this problem. To check your [[Difficulty Levels|Difficulty Level]]:&lt;br /&gt;
*Look at offset 60 in [[IGLOB.DAT]]. (If this file is only 60 bytes long, you&#039;ve got the bug!) &lt;br /&gt;
*Look at [[Alien Stats|statistics for aliens]] in your game with a [[Mind Probe]] or [[Psi-Amp]]&lt;br /&gt;
&lt;br /&gt;
To fix the Difficulty Bug, you can install [[XcomUtil]] and it will repair this bug. Alternately for those familiar with hex editing, you can fix this bug by referring to the appropriate section on the [[GEOSCAPE.EXE#XCOM: UFO Defense DOS Versions, difficulty setting bug | GEOSCAPE.EXE]] article and manually setting the incorrect byte to its proper value. &lt;br /&gt;
&lt;br /&gt;
:[http://tvtropes.org/pmwiki/pmwiki.php/Main/X-COM This TVTropes page] has been known to state that due to the bug, players asked the developers to increase game difficulty. The rumour goes that a new bug was supposedly introduced as a result, where TFTD&#039;s difficulty would reset to Superhuman instead of Beginner. The facts of the matter are that, while the overall difficulty of the game &#039;&#039;was&#039;&#039; increased, TFTD does manage to correctly keep track of which specific mode you&#039;re supposed to be playing in.&lt;br /&gt;
&lt;br /&gt;
=== Chrysallid / Tentaculat Difficulty Bug ===&lt;br /&gt;
&lt;br /&gt;
Stats of Chrysallids or Tentaculats that emerge from Zombies during combat have stats that ignore the difficulty level.&lt;br /&gt;
&lt;br /&gt;
=== Big Text Bug ===&lt;br /&gt;
There are a few bugs in XCOM, especially early versions, that can build up and make the game unstable enough that it crashes and prints out a screen full of green 40-column text, essentially debug or memory dump information useless to you.&lt;br /&gt;
&lt;br /&gt;
You can also forced a crash by pressing CTRL-C at the start of a new game (DOS only). If you don&#039;t have any missions automatically saved within the [[Game_Files#Missdat_Files|MISSDAT]] folder, you will get this big text to appear. Typically it is green for Enemy Unknown, and blue for Terror From The Deep. Other colours have been observed such as pink, purple, brown and yellow.&lt;br /&gt;
&lt;br /&gt;
In the dos version, the text that you see is simply a memory dump in mode-13h (the 320x200x256 colour screen resolution) and the text colour is based off the changes to the palette that the game made.  The batch file coordinating the two main programs [[Geoscape]] and [[Battlescape]] often succeeds in soldiering on after a crash.  In the Windows version of the game, the game simply crashes back to the desktop, unless you&#039;re using the [[XcomUtil]] split executable variant (which uses a batchfile).&lt;br /&gt;
&lt;br /&gt;
Some things which will tend to cause this problem:&lt;br /&gt;
* Overzealous use of Psi&lt;br /&gt;
&lt;br /&gt;
At least some of the instability crashes can be fixed by replacing the DOS/4GW dos extender with a later version from another DOS game. &lt;br /&gt;
&lt;br /&gt;
[http://syndicate.lubie.org/synd/html/synd_patches.php One of these], for example. Link to Syndicate fansite, instructions included.&lt;br /&gt;
&lt;br /&gt;
=== Losing My Favourite Game ===&lt;br /&gt;
&lt;br /&gt;
There is a check whether the &amp;quot;Has X-com received a financial warning?&amp;quot; flag has been raised. If no, a warning is issued and the flag is raised. If yes, then the game ends, and the flag is lowered. HOWEVER, this flag is erronously not connected to any particular savegame, it is global across all savegames. This allows strange results when saving and loading games.&lt;br /&gt;
&lt;br /&gt;
=== Celatid aim bug ===&lt;br /&gt;
&lt;br /&gt;
The Celatid typically misses. User Tycho has identified this is due to a bug that causes the Celatid to aim at the ground, rather than the middle of the target. The bug is being fixed in UFO Extender. The same bug may apply to the same grenade-like weapon routine used in TFTD.&lt;br /&gt;
:The Celatid attack uses the routine for throwing items and it defaults to using the maximum &amp;quot;depth&amp;quot; of a layer. This is usually fine since all other thrown objects that do damage cause explosions so the z-axis is important only for determining the landing point.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 07:24, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Seeing the future&amp;quot; Graph Bug ===&lt;br /&gt;
&lt;br /&gt;
Noticed this in EU CE version, but probably it happens in every other, probably in TFTD too. If, for any case, you have graphs data for months you did not play yet, you will see numbers like 10240, 163780 etc. next to the vertical axis, and graphs will be totally garbled.&lt;br /&gt;
This can be fixed by hex-editing [[ALIEN.DAT]], [[XCOM.DAT]] and [[UIGLOB.DAT]] -- just fill the &#039;future&#039; with zeros.&lt;br /&gt;
&lt;br /&gt;
=== Saving and Loading Oddities ===&lt;br /&gt;
&lt;br /&gt;
It is possible to load an empty save game slot. Doing so will place the player at the beginning stages of the X-COM campaign however their base will be nowhere to be found on the globe. Sending an air craft out of the base will reveal it to be in the just off the coast of Africa. This is due to the game normally asking you to pick your first base location, however loading an empty save slot bypasses the routine causing the base to simply be placed on the globe&#039;s first &amp;quot;graph point&amp;quot; which happens to be off the coast of Africa. Actually attempting to play the bugged campaign will end in failure as, although things can be purchased, sold, researched, ect. like usual, your base does not exist as far an the game&#039;s engine is concerned. Any aircraft sent from the base cannot return to it, forcing the game into a stand still once you finish a battlescape mission. This bug does not affect [[TFTD]] as selecting an empty save simply dumps you back to the previous screen, regardless of whether that&#039;s the current game or the main menu.&lt;br /&gt;
&lt;br /&gt;
Similarly, if you create a new base then select it in the bases menu and then immediately reload to a previous save prior to building it and open the bases menu again you will be greeted with a base screen full of [[Access Lift|Access Lifts]]. If you look at the base selection bar at the top you will notice the slot the the new base once occupied will be currently selected, though oddly empty. This is caused by the game not actively resetting the &amp;quot;selected base&amp;quot; variable unless the geoscape is restarted (either by quitting or entering a battlescape mission). Access Lifts fill the empty base due to the game not being designed to display a completely empty base grid and because they are the &amp;quot;default&amp;quot; base module type, being the first one that&#039;s always built upon creating a new base. Unlike the previous, this bug is a harmless visual anomaly. Simply selecting one of the filled base slots returns everything to normal.&lt;br /&gt;
&lt;br /&gt;
==Utility bugs==&lt;br /&gt;
&lt;br /&gt;
These are not bugs in X-Com itself, but in utilities often used with it. They are included for completeness.&lt;br /&gt;
&lt;br /&gt;
* [[Small window bug]]&lt;br /&gt;
&lt;br /&gt;
=== XComUtil Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
A problem similar to the Alien Inventory Stacking Bug can also occur for X-COM Soldiers, when using XComUtil.  The algorithm used to assign weapons in XComUtil MUST assign all weapons to troops, so if there are more weapons than soldiers, excess weapons are stacked onto the leg slot of the first soldier in the dropship.  This was a deliberate choice by Scott Jones to make this encumbrance obvious to the player.  This can be readily corrected in the &amp;quot;equip soldiers&amp;quot; screen before a mission.  Else, see &amp;quot;Alien Inventory Bug&amp;quot;, above.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
=== [[Known Bugs (TFTD)]] ===&lt;br /&gt;
For bugs that &#039;&#039;&#039;only&#039;&#039;&#039; affect X-COM: Terror From The Deep.&lt;br /&gt;
&lt;br /&gt;
[[Category: Oddities and bugs]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=85515</id>
		<title>Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=85515"/>
		<updated>2018-02-21T01:10:01Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Saving and Loading Oddities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Construction Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
Base facilities built along the right or bottom edges of the base building area may end up being cut off from each other by dirt walls, a bug in the routine meant to keep soldiers from accidentally exiting the map edges during [[Base Defence]] missions. The dirt walls can be knocked down by Blaster Bombs or excessive amount of heavy plasma fire during combat but are otherwise unbreakable. &lt;br /&gt;
&lt;br /&gt;
[[image:bdb.gif|center|Base Disjoint Bug]]&lt;br /&gt;
&lt;br /&gt;
The walls marked in white are removed if there is an adjacent module. All green modules are not affected while the yellow modules are. The red module will be sealed off completely if anything smaller than a hangar is placed here at any given time. &lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] works around this problem by stripping out the walls entirely in all the base modules.&lt;br /&gt;
&lt;br /&gt;
The bug can be profitable if the hangars and the lift are accessible only through in these areas - you can gather and supply all your soldiers heavily without aliens interfering, then knock a hole in the wall and cover the area with explosives and blaster launcher fire.&lt;br /&gt;
&lt;br /&gt;
===Displayed Base Maintenance Costs===&lt;br /&gt;
Although X-COM charges the right monthly fees for base modules, the maintenance fee displayed &#039;&#039;in the base info screen&#039;&#039; is always wrong. The displayed number is actually based on the placement within the base grid, &#039;&#039;&#039;not&#039;&#039;&#039; the price displayed in the in-game UFOpaedia. However, at the end of the month, the right fee is deducted. For more information, see [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]]. The Geo finance Graph shows a correct maintenance summary ([[LIGLOB.DAT]], updated once a month). Also see the next section.&lt;br /&gt;
&lt;br /&gt;
===Paying For Dirt===&lt;br /&gt;
If you take down any facility in any base that you own and leave bare dirt, then you will continue to pay maintenance on it. But not at the old rate of whatever the facility cost per month, filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay 80k per month. Thats 320k per hangar you take down. There are only two known ways to stop paying this premium - if you completely dismantle the base you stop paying any money for it, or if you build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete.&lt;br /&gt;
&lt;br /&gt;
It is also possible to stop the 80k per month charge by hex editing the base.dat file in the save game.  If you change the byte that indicates the number of days until the destroyed module from 00 to ff, you no longer pay for the dirt.&lt;br /&gt;
&lt;br /&gt;
If you start a facility and change your mind before it is complete, after the time when it would have completed you will start paying this 80k premium on that land as well.&lt;br /&gt;
&lt;br /&gt;
Note that this also applies to facilities that have been destroyed due to battle damage in [[Base Defence]] missions. If you have lost a facility in a base defence mission and you cannot afford to replace the original facility, consider building something cheap here to keep down this bug.&lt;br /&gt;
&lt;br /&gt;
===Base Facility Dismantle-Construction Crash===&lt;br /&gt;
In the Collectors Edition version, dismantling a facility while its construction is in progress can cause a crash when a second facility on another base square completes its construction.  To work around this, dismantle a facility only after its construction is complete.  If you have already dismantled such a facility, build something like a general stores on the same square to avoid the crash.  It is not known if this crash happens intermittently or always, or if it happens on most versions of the game or just the Collectors Edition.&lt;br /&gt;
&lt;br /&gt;
===Radar Stacking===&lt;br /&gt;
Despite the &amp;quot;Short Range&amp;quot; and &amp;quot;Long Range&amp;quot; detection bars displayed on each base&#039;s Information screen, only one radar of each type will be used at each base. Building additional radars of the same type will have no effect. One short and one long are useful until the [[Hyper-wave Decoder|Hyper-Wave Decoder]] makes both of them obsolete.&lt;br /&gt;
&lt;br /&gt;
===Phantom Radar===&lt;br /&gt;
When you dismantle detection equipment such as a radar or hyperwave detector, the related detection ability of the base does not decrease until a new facility of some kind is built in that base. Until a new facility is completes building at that base, the base continues to use this &amp;quot;phantom radar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This bug allows you to &amp;quot;upgrade in place&amp;quot;, for example building a new Hyper-Wave Decoder over the top of an existing Large Radar, and retaining the detection capability of the Large Radar until the Hyper-Wave Decoder completes building. (Unless something else completes building first).&lt;br /&gt;
&lt;br /&gt;
===Fixes for Base Construction Bugs===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, [[XcomUtil]] prevents the Base Disjoint bug (crudely). The [[User:Spike#Base_Fixer|BaseFixer]] utility corrects the Paying for Dirt, Phantom Radar, and Radar Stacking bugs. BaseFixer can be used manually on saved game files, or automatically via XcomUtil&#039;s hook mechanism.&lt;br /&gt;
&lt;br /&gt;
All these issues are also fixed by [[UFOextender]].&lt;br /&gt;
&lt;br /&gt;
==Geoscape Bugs==&lt;br /&gt;
&lt;br /&gt;
===First Radar Detection Data bug===&lt;br /&gt;
When a UFO is detected by a radar, you get certain data on it depending on the type of radar that detected it.  If the UFO later enters the range of another radar while staying in the range of the first, you will continue to get the initial data given, even if the new radar is more powerful than the first!  So if you detect a craft with a [[Small Radar System]], then the UFO moves into the range of a [[Hyper-wave Decoder]], clicking on the UFO will only give you the data as if the Small Radar detected it, so long as it remains in the Small Radar range!  In effect, the data you get about a UFO is determined when you first detect it, and not changed after that until you lose detection on the craft with the radar that first detected it.&lt;br /&gt;
&lt;br /&gt;
This bug most commonly shows up when a UFO is first detected by a patrolling aircraft and then remains in the range of the aircraft while also entering the range of a Hyper-Wave Decoder.&lt;br /&gt;
&lt;br /&gt;
=== Minimized Interceptor Bug ===&lt;br /&gt;
One fairly consistent cause of crashes is saving the geoscape game during a UFO standoff, with a [[UFO Interception]] window minimized to an icon. The next mission after that point will likely dump you to the green text screen, and perhaps an earlier battlescape mission instead of the proper one. What it seems to do is zoom back out of the combat too far when the fight is over, eventually causing the crash once it has gone a couple of steps further than it normally allows you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Open up [[UIGLOB.DAT]] in a hex editor. Change hex offset 0x06 to 00. This will reset the number of minimized interceptor windows to zero. Your interceptor unit can be selected to either return to base or continue on to complete its ground assault mission. &#039;&#039;NOTE: Make sure to back up your save game before editing it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- I was able to recover from this state by quickly sending in another interceptor ([[Firestorm]]) to take over, which allowed my first interceptor ([[Avenger]]) to break off and go home without crashing the game again. After the shootdown I overwrote the buggy savegame. --[[User:JellyfishGreen|JellyfishGreen]] 03:11, 22 Aug 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This happened to me also. I fixed it by replacing &amp;quot;[[UIGLOB.DAT]]&amp;quot; in the save folder with the same file from another saved game (from the same campaign a month earlier) [[User:bylund|bylund]] 00:15, January 12, 2007 (GMT+01)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interceptions: Last Shot Always Misses ===&lt;br /&gt;
When using Cautious attack when [[UFO Interception|intercepting a UFO]], your craft will stay at the maximum range of your longest-range weapon.  When using Standard attack, your craft will stay at the maximum range of your shortest-range weapon.  (Usually players use two weapons of the same type, so Cautious and Standard attack will behave the same in this regard.)&lt;br /&gt;
&lt;br /&gt;
As soon as the craft fires its last shot (expending all its ammo), it will drop back to &amp;quot;Standoff&amp;quot; range (70km).  This will make it appear that the UFO has backed away while the last missile(s) are in-flight, causing them to miss.  &lt;br /&gt;
&lt;br /&gt;
In order to hit a UFO with your last salvo of missiles (Stingrays, Avalanches, or Fusion Balls), you must switch to &amp;quot;Aggressive&amp;quot; attack before the last salvo reaches the UFO.  This will cause your craft to close in with the UFO, allowing the missiles to be in range when they reach the UFO.  However, Aggressive attacks will also bring you within range of the UFO&#039;s weapons, so you should hit the &amp;quot;Disengage&amp;quot; button as soon as the last salvo hits.&lt;br /&gt;
&lt;br /&gt;
===Elerium-fueled Craft Bug===&lt;br /&gt;
A [[Skyranger]] or [[Interceptor]], once dispatched, will return to base when its fuel supply has dropped to a level that it will only have just enough fuel to return to base.  Craft fueled by Elerium-115, however, will always report the &amp;quot;Low Fuel&amp;quot; message as soon at the fuel supply is 50% depleted, no matter where they are on the globe.  This significantly shortens the already minute time that a [[Firestorm]], [[Lightning]], or [[Avenger]] can be dispatched to patrol.&lt;br /&gt;
&lt;br /&gt;
===Medic Research Bug===&lt;br /&gt;
&lt;br /&gt;
The array holding live alien and autopsy data to randomly provide when an alien Medic is researched is four bytes too short. What this means in practice is that if you interrogate an alien Medic before you have at least two of these topics unlocked, the game will crash. To avoid this bug, do not research any alien Medics until you have performed either: a) two alien autopsies, b) an alien autopsy and an alien interrogation, or c) two alien interrogations of different species.&lt;br /&gt;
&lt;br /&gt;
===Never-ending Retaliation Bug===&lt;br /&gt;
Some times the aliens will send a [[battleship]] on a [[Alien_Retaliation|retaliation mission]] to the &amp;quot;wrong&amp;quot; base. F.ex: the [[Hyper-wave_Decoder|hyper-wave decoder]] may report its destination as South East Asia, but the ship will actually fly to your base in North America and attack it.&lt;br /&gt;
&lt;br /&gt;
Even if the battleship succeeds in getting past the base defences and its crew is subsequently defeated, the aliens won&#039;t &amp;quot;forget&amp;quot; the base&#039;s location as they normally do and instead keep sending another battleship every week or so. If your base is constructed with [[Base_Layout_Strategy|defendability]] in mind and crewed by experienced operatives this will net you heaps and heaps of alien weapons, corpses and prisoners very quickly. The downsides are, of course, playing the same base defence mission over and over again and having to maintain a garrison there at all times.&lt;br /&gt;
&lt;br /&gt;
More research is needed to find out what causes this bug, but it &#039;&#039;could&#039;&#039; have something to do with [[Mind_Shield|mind shields]] being finished between the scouting and assault parts of the aliens&#039; retaliation mission.&lt;br /&gt;
&lt;br /&gt;
=== Early Base Defence bug ===&lt;br /&gt;
&lt;br /&gt;
XBASE.DAT has 12 entries for each valid mission zone.  However, the initialization routine for a new game only resets the first 8 entries. If some of these entries have leftover data from a previous game, this may spawn an alien [[Battleship]] attacking the location specified, usually your first base. This results in an unprovoked [[Base Defence]] mission, within the first two weeks of the new game! (Normally, the aliens don&#039;t try to attack your bases unless you intercept UFOs, and they have to [[Alien Retaliation|search for a base]] before a Battleship can be deployed to assault it.)&lt;br /&gt;
&lt;br /&gt;
=== Cash Rollover Bug ===&lt;br /&gt;
&lt;br /&gt;
When your cash balance goes over $2,147,483,647, it will rollover and become  $-2,147,483,647. Which means your game is done for, unless you use an editor. Fortunately, by the time you accumulate this much cash, you have usually completed all necessary research to win the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When the game was written, the largest unit that a programmer had available was 32-bits. The programmers did not make this unsigned so the largest amount that could be stored is 2 ^ 31 - 1, which is 2147483647. Incrementing this causes it to overflow to a negative number due to [https://en.wikipedia.org/wiki/Two&#039;s_complement Two&#039;s complement arithmetic]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Battlescape Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Load bug after successful mission ===&lt;br /&gt;
After you finish a game you have saved and load the same game file again - the alien side goes first! I think it may be caused when you succesfully complete the mission and you get a notification like that the alien has died beacuse of no alien containment. The game still thinks that it is the aliens&#039; turn. So when I load the mission again- the aliens move first. If you load the same saved game again it will be OK. [[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
===Time Units Missing===&lt;br /&gt;
Very rarely when you end your first turn and all your units are inside the Skyranger in the next turn they all only have 4 time units remaining.&lt;br /&gt;
&lt;br /&gt;
=== Faulty Large Units ===&lt;br /&gt;
If you move a tank off a northward facing ledge, the rest of the tank will sink into a wall (if there is one), and cause the tank to get stuck. This won&#039;t happen if the tank moves off a south facing ledge as the primary quarter will fall after the rest of the tank. Aliens can also get stuck this way.&lt;br /&gt;
&lt;br /&gt;
Another, potentially annoying bug occurs when a large unit&#039;s graphics become messed up. During a base defence mission, a rocket tank may end up looking like 4 silacoids bunched together.&lt;br /&gt;
&lt;br /&gt;
===Unconscious Units are items===&lt;br /&gt;
This is actually an intentional programming choice... but it leads to several consequences which are bugs.&lt;br /&gt;
&lt;br /&gt;
Firstly, any unconscious unit can be killed instantly by even a weak explosion, like being nearby an exploding AC-HE shell... even a Muton with 125 Health or an X-com agent in Flying Armor whose high armor ratings normally make him immune to AC-HE damage.&lt;br /&gt;
Secondly, no experience is gained for killing enemies in this manner.&lt;br /&gt;
&lt;br /&gt;
You can prevent an unconscious unit&#039;s death from an explosion by picking it up... if a blaster bomb strikes the carrier and kills him, the unconscious unit will safely fall to the floor, unharmed.&lt;br /&gt;
&lt;br /&gt;
Unlike a conscious unit (not wearing x-com armor), an unconscious unit can laze about in the middle of a fire without taking damage, since a UNIT standing in fire takes damage, but an unconscious unit is an item, which all ignore fire.&lt;br /&gt;
&lt;br /&gt;
Forcing an MCed alien to pick up an unconscious X-com agent and carry him in its right hand can cause weird things to occur when you release the mind control. I think the game might crash when the alien tries to shove the agent into its magic pocket.&lt;br /&gt;
&lt;br /&gt;
If a non-flying unconscious unit wakes up while being carried by a flying unit, it will gain some sort of temporary hover ability. (I once placed an unconscious Chryssalid in my flying agent&#039;s backpack. A few turns later, some growls and screams were heard from overhead.)&lt;br /&gt;
&lt;br /&gt;
Save space! Each conscious unit takes up 1 tile (4 tiles for large units). An unconscious unit does not use up the tile... this might conceivably be useful if you wanted to abort a mission, but several panicked units were preventing other agents from boarding the skyranger...  &lt;br /&gt;
X-com agents refuse to ride piggyback or be picked up while conscious. So, if you want a non-flying unit to reach an 2nd floor place with no stairs or elevator, you will have to knock him out, then either throw him up, or have a flying unit pick him up and drop him... and presumably administer stimulant.&lt;br /&gt;
&lt;br /&gt;
This also leads to the INVISIBLE UNIT glitch. Frequently happens during Base Defence missions, since the item table is usually maxed out. Basically, the item table is so full that killed units do not leave corpses. However, this also means that unconscious units do not turn into  the Unconscious Unit item. The KOed unit will disappear from sight, but will still be visible as a red number and as a blue/yellow dot on overhead map. Since the unit is still a unit and not an item, you will be able to shoot it with projectile weapons and kill it. ALSO, this method enables you to raise any unit&#039;s stun bar all the way to 255, since you can still increase the stun meter, despite them already being unconscious. If you this bug occurs and interferes with your goal (capturing enemy Commander), the way to go is to destroy some of your items with explosion.&lt;br /&gt;
&lt;br /&gt;
===Funky Fire===&lt;br /&gt;
If a unit (alien or friendly) is on fire or standing in flames, an [[Incendiary]] explosion &#039;&#039;anywhere else on the map&#039;&#039; will do a small amount of damage to it, even if you just shoot an IC round at a random patch of ground. &lt;br /&gt;
&lt;br /&gt;
Similarly, if a unit (friendly units only) is standing in smoke when an incendiary explodes, it will take stun damage. This makes the combination of incendiary munitions and smoke quite hazardous until such time as all troops are armored.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;There is a [[Talk:Incendiary#Incendiary_Bug|working hypothesis]] for&amp;lt;/s&amp;gt; The cause of this bug is that each and every Incendiary explosion triggers the &amp;quot;Smoke and Fire&amp;quot; routine: applying fire damage, applying stun damage from smoke, calculating fire and smoke spreading, and &amp;quot;catch on fire&amp;quot; checks for units in fire.  &lt;br /&gt;
&lt;br /&gt;
Note that X-Com units wearing any kind of armor are immune to fire damage and IC-induced stun damage. Xcom HWPs are immune to stun, but take 40% damage from Incendiaries and WILL get killed quite efficiently by funky fire.&lt;br /&gt;
&lt;br /&gt;
===Tanks have full ammo during Base Defence===&lt;br /&gt;
HWPs in Enemy Unknown/UFO Defense and SWS in Terror From the Deep will always have full ammunition during a Base Defence mission even if there is not enough ammunition in storage to have them fully armed. &lt;br /&gt;
&lt;br /&gt;
This occurs because tanks are always initialised with full ammunition when they are spawned in the battlescape. However, the game does not make the necessary adjustments to their ammunition supplies and leaves them fully armed. Any ammunition that was in storage will be consumed normally. &lt;br /&gt;
&lt;br /&gt;
After the battle, any left over ammunition will be recovered and added to stores. If a base is regularly attacked, this can be [[ExploitsA#Free_Ammo_for_Tanks|exploited]] to create large amounts of ammo for free by sending away all of the ammunition to another base after each battle (particularly for Hovertanks/Launcher and Displacers/P.W.T., since their ammunition must otherwise be manufactured from alien materials).&lt;br /&gt;
&lt;br /&gt;
Note that this bug will arm a [[Coelacanth/Gauss]] in Terror From the Deep, but you will not recover any ammunition from it due to its own specific arming bug.&lt;br /&gt;
&lt;br /&gt;
=== Collectors Edition Blaster Bomb Bug ===&lt;br /&gt;
&lt;br /&gt;
Also known as Vertical Waypoint Blaster Bomb Bug. &lt;br /&gt;
&lt;br /&gt;
In the Collectors Edition of UFO, the [[Blaster Launcher]] has a bug that prevents it from going up or down on the same tile. Or in other words, you cannot change the elevation of the missile vertically on the same tile. &lt;br /&gt;
&lt;br /&gt;
Instead of flying down (or up) to the next waypoint, it will instead fly directly to the south at the pivot waypoint. Relative to the screen, this would be the lower left side of the screen. &lt;br /&gt;
&lt;br /&gt;
This does not happen if you plot the waypoints at an angle. Or, if the blaster bomb flies right off the map, it will reappear at the proper waypoint as long as  there are additional waypoints placed after the vertical move. The bug makes it impossible to fire Blaster Bombs up or down elevator shafts. Aliens are also affected by this bug. &lt;br /&gt;
&lt;br /&gt;
The Blaster Bomb bug in turn permits the [[Tactical Exploits#Milking Alien Bases|Elevator Shielding - Base Milking Exploit]], which provides unlimited risk-free experience and ultra-low-risk booty, so fixing it is a Good Thing. Base Milking in general is a legitimate tactic, but doing Base Milking risk-free via the Elevator Shielding is just an exploit.&lt;br /&gt;
&lt;br /&gt;
This bug also applies to the [[Disruptor Pulse Launcher]] in TFTD.&lt;br /&gt;
&lt;br /&gt;
===Blaster Launcher Dud Shells Bug===&lt;br /&gt;
&lt;br /&gt;
Shots which have only one waypoint, or explode before reaching their first waypoint, leave the Blaster Launcher showing 0 rounds, but still containing a dud shell which must be unloaded before the launcher can be reloaded. On earlier versions of the game (pre-Win CE) this also happens with reaction fire, and with 1-waypoint shots that fly off the map. &lt;br /&gt;
&lt;br /&gt;
=== The trouble with Mines in General === &lt;br /&gt;
&lt;br /&gt;
Proximity mines are strangely implemented in UFO and TFTD. While they behave as you would expect them to half of the time, the mines do not behave like conventional weapons. &lt;br /&gt;
&lt;br /&gt;
First, experience attribution is awarded to the person that sets off the mine. &lt;br /&gt;
&lt;br /&gt;
Secondly, the armed states for [[Proximity Grenade]]s in both UFO and TFTD are NOT stored in save games. If a proximity grenade is primed, then the game is saved and reloaded, the grenade will not only not go off as it should, but the &amp;quot;Prime Grenade&amp;quot; action will still be absent, so it&#039;s impossible to re-arm it.&lt;br /&gt;
&lt;br /&gt;
=== Grenade Timer Behaviour === &lt;br /&gt;
&lt;br /&gt;
A primed explosive (Grenade, High Explosive, Alien Grenade) will not explode if it&#039;s still in your inventory (hand, belt etc) when the timer runs out. It will only detonate when it&#039;s on the ground. If your soldier falls unconscious or gets killed, the primed explosive will be counted as being on the ground. Then it will blow up, likely taking out your gear and body. This &#039;feature&#039; allows for the hot potato or [[Grenade Relay]] strategy which is fairly unique to X-COM where a live grenade well past its use-by date can be passed from squad member to squad member. &lt;br /&gt;
&lt;br /&gt;
For a more a detailed explanation on detonation conditions, see [[Understanding Grenades]].&lt;br /&gt;
&lt;br /&gt;
=== Mountain Map ===&lt;br /&gt;
Due to a bug in the way this tileset was created, when you shoot the ground, it doesn&#039;t burn up - it turns into a tree stump.&lt;br /&gt;
&lt;br /&gt;
Because the stump is on object, as opposed to actual ground, any objects that were in the tile already (for example, UFO hulls or the landing gear of your craft) get replaced by these stumps, making it seem as if they were destroyed.&lt;br /&gt;
&lt;br /&gt;
Tree stumps don&#039;t take much damage, so they often get burnt up immediately if an explosive goes off, leaving nothing but burnt ground behind. It is easier to view the effects of this bug by shooting the ground instead.&lt;br /&gt;
&lt;br /&gt;
For more details, see [[Explosions#Mile-High_Madness|Mountain Madness]].&lt;br /&gt;
&lt;br /&gt;
=== What just exploded? ===&lt;br /&gt;
In some versions of the game, a bug allows an armed proximity mine to transfer its properties to some other item in the next mission, which then may explode unexpectedly.  (If the item is left on the floor of the XCOM craft, it will explode as you walk past it.)  This problem can be rectified by reloading the game -- as a precaution, save before you move your first soldier.&lt;br /&gt;
&lt;br /&gt;
=== Door jam ===&lt;br /&gt;
If a door is open when a game is saved on the Battlescape and that game is subsequently restored, the door will remain open for the remainder of that mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MIA Bugs ===&lt;br /&gt;
&lt;br /&gt;
The routine which checks whether units are &amp;quot;Missing in Action&amp;quot; or not has several bugs in it. Specifically:&lt;br /&gt;
&lt;br /&gt;
* Soldiers that have been [[Psionics|mind-controlled]] and not yet returned to X-Com control (whether by mind-control on the final turn, or because they were stunned while mind-controlled and haven&#039;t woken up yet) will be listed as MIA and permanently lost.&lt;br /&gt;
&lt;br /&gt;
* If you abort a mission while aliens are under X-COM mind-control, you will be penalised for any mind-controlled aliens outside the exit area as though they were MIA (-20 points each). In PlayStation versions of the game, this does not occur as all mind-controlled aliens at mission end are considered captured.&lt;br /&gt;
&lt;br /&gt;
* The only action which resets the location of unconscious soldiers, for the purposes of the MIA algorithm, is &#039;&#039;&#039;dropping&#039;&#039;&#039;. As such, soldiers carried or thrown back into the dropship and not subsequently dropped inside will be listed as MIA and permanently lost, while soldiers stunned or dropped inside the dropship and carried or thrown outside will be recovered safely.&lt;br /&gt;
&lt;br /&gt;
===20 Proximity Grenade Limit===&lt;br /&gt;
&lt;br /&gt;
The array used to denote armed [[Proximity Grenade]]s is limited to 20 entries, meaning you are limited to 20 active mines at a time.  The 21st and subsequent Proximity grenades can be primed like normal and will give appropriate messages, but they will not detonate even when the normal trigger conditions are met.  Note that Proximity Mines that have detonated or otherwise been destroyed are removed from the array, freeing up positions; the limit is 20 ACTIVE Proximity Grenades at one time.  In normal gameplay, this is probably not a restriction, in light of the [[Known_Bugs#80-Item_Limit|80 Item Limit]], since you&#039;d need to have more than 1/4th of the cargo space in the dropship filled with Proximity Grenades.&lt;br /&gt;
&lt;br /&gt;
===Base Defence Elerium bug===&lt;br /&gt;
&lt;br /&gt;
On DOS versions of UFO Defense, Elerium pods may spawn as items from the base stockpile during a Base Defence bug.  Each pod represents 50 units of Elerium and will be normally collected after the mission, same as any other item such as Heavy Lasers or Blaster Bombs. HOWEVER. The program will potentially generate 1 elerium POD for every 1 UNIT of elerium in your inventory. Thus, if you had only 10 lasers and 50 Elerium listed in your Sell screen, you would see 10 lasers and 50 Elerium Crystals in your Soldier Equip Screen, which would translate to 50 Elerium pods and 10 lasers scattered around your base. This equals 2500 Elerium, BTW. You basically have the potential to multiply your elerium stocks by 50.&lt;br /&gt;
&lt;br /&gt;
===Berserk HWP crashes the game===&lt;br /&gt;
&lt;br /&gt;
Admittedly, this is unlikely to arise under normal play. But, anyhow, your HWPs can only lose morale by killing friendly units. Not much for each unit killed, either. Anyhow, a berserk HWP will crash the game. (except for the Hovertank/Launcher, which does not fire when it goes berserk.)&lt;br /&gt;
Likewise, if you MC a cyberdisc or Sectopod and have it kills lots of aliens, it&#039;ll go berserk and crash the game. The error happens because of an oversight from the developers: the built-in weapons of HWP are handled differently from handed weapons, no OBDATA.DAT entries exist for them. The berserk code will try to access the nonexistent entry, resulting in a crash. The Celatid has yet to be tested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The part about HWPs only losing morale by blue-on-blue isn&#039;t true: I had a rocket tank go berserk on me in a terror mission when a floater blew up my whole force with a single grenade in the first alien turn. The game crashed alright; I have the CE version with UFOextender.--[[User:Amitakartok|amitakartok]] 08:24, 11 January 2012 (EST)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Unless my memory is playing tricks on me, I clearly remember an very bizarre incident like yours but where the rocket HWP panicked (all other X-COM units had just been killed) but the game didn&#039;t crash (I play the DOS version) and the tank shot all its rockets randomly until it ran out of ammo. I remember that its TU numbers being while firing showed 255 TUs or some other impossible value (I hadn&#039;t done any manual edits). I don&#039;t remember if it crashed at the end but it did fire!&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
::&#039;&#039;And this reminds me of yet another panicked HWP incident but involving a Cannon HWP. I was expecting it to waste all its ammo (based on my previous experience) but it only fired a few shots and the TU level didn&#039;t went up crazy.&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
===Limited Unit Slots - Battlescape Crash===&lt;br /&gt;
&lt;br /&gt;
This tends to arise during Base Defence Missions. The game is was designed to be limited to 40 soldiers/hovertanks and XXXX aliens for a total of XXXX . Having a full complement of soldiers during a Superhuman difficulty base defence will max out these limits. Thus when either side starts playing around with mind control too much, something goes wrong causing the entire game to crash.&lt;br /&gt;
It might also be something to do with maximum items on the battlescape.&lt;br /&gt;
In any case, the workaround seems to be killing aliens and destroying items on the battlescape... doesn&#039;t always work, but it seems to help.&lt;br /&gt;
You might want to make several in-battle saves for these situations, even if you normally play Ironman mode.&lt;br /&gt;
&lt;br /&gt;
===Left arm fatal wound instead of torso (energy penalty)===&lt;br /&gt;
&lt;br /&gt;
According to UFO Defence [http://cdn.steampowered.com/Manuals/7760/x-com%20ufo%20defense%20manual.pdf manual], torso fatal wounds affect energy replenish rate, which is logical. But in the game fatal wounds of the &#039;&#039;&#039;left arm&#039;&#039;&#039; affect energy replenish rate, &#039;&#039;&#039;not the torso&#039;&#039;&#039;. Which is an obvious coding bug (though not a fatal one).&lt;br /&gt;
&lt;br /&gt;
===Invisible Chryssalids===&lt;br /&gt;
&lt;br /&gt;
After reloading a saved game with a mission where zombies are present, the resulting Chryssalids might be invisible.  This only happens when zombies are present but all Chryssalids are either dead or KO.  This issues occurs because the load-game routine only loads graphics files for active units.  When the chryssalids&#039; files are loaded, the game also loads the files for zombies but this is not true in reverse.  [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
===Displayed Firing Accuracy penalties from Health loss===&lt;br /&gt;
&lt;br /&gt;
When one clicks on a wounded unit and examines its stat display, the unit&#039;s Firing Accuracy is shown to be lowered from its original value to (Original value * remaining health / total health). This is inaccurate; the actual effect is a much milder (Original value * (0.75 + 0.25 * remaining health / total health)). The displayed percentage accuracies when selecting a shot type are, however, correct.&lt;br /&gt;
&lt;br /&gt;
== Character Inventory Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Alien Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; When examining an Alien&#039;s inventory (via an Exploit), you will see that sometimes the alien will stack multiple items of equipment on the same slot - its right leg. It&#039;s not always obvious that there are multiple objects in the slot until you &#039;pick up&#039; the first object and can see other objects still in the slot. &lt;br /&gt;
Before you remove an item from the Alien&#039;s right leg, make sure you have enough time units to place it somewhere else. If you run out of time units, you will likely have to force a quit and cannot save your game. It &#039;&#039;&#039;may&#039;&#039;&#039; be possible to move the item to the left leg slot for 0 TUs, &#039;&#039;&#039;if&#039;&#039;&#039; the item will fit in that slot. If not, you will have to terminate the game. (Press ALT-TAB to get to any other window, then CTRL-ALT-DEL to bring up Task Manager, and then terminate the process that corresponds to the game).&lt;br /&gt;
&lt;br /&gt;
=== Item-stacking Bug ===&lt;br /&gt;
It is possible to put more than one item in a given spot.  When an item is stacked with a [[Stun Rod]], this can make it possible for X-COM soldiers to perform &amp;quot;melee&amp;quot; attacks.  See [[Item Stacking Bug]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Carrying Unconscious Units===&lt;br /&gt;
If one of your soldiers is carrying an unconscious unit in their hands and the unit either wakes up from stun or dies, they will be removed from the Inventory display, but will still appear to be in the carrying soldier&#039;s hands in the Battlescape.  Clicking on the phantom body in the Battlescape will crash the game!&lt;br /&gt;
This error can be easily cleared by switching to the Inventory screen and moving another item into the hand that used to be carrying the body.  Even swapping the gun to the other hand will do.  Refer to : [[Unconscious#Bug|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
===Disappearing Ammo===&lt;br /&gt;
Partially-used clips in alien or X-COM weapons disappear at the end of a mission. This dictates that you should try to use clips that are not full.  However, in DOS versions of the game, you can unload used clips to recover them as full clips with the tradeoff of all loaded clips (used or otherwise) will count as spent and disappear (this shouldn&#039;t seem to be a problem, until you start using blasters and will find that you&#039;re running out of ammo fast).  You can also use [[XcomUtil]] to recover partially used clips.  [[UFOextender]] will count up all the individual rounds of ammo present and repackage them into full clips at the end of a mission, so only the leftover ammo that cannot make a full clip is discarded. Even when used clips are discarded, you will still get credit ([[Scoring|score]]) at the end of missions for recovering them. &lt;br /&gt;
&lt;br /&gt;
When aborting a mission, any full clips loaded in any alien weapons brought back to the transport/access lift will not be recovered unless the clips are unloaded first. This includes [[Blaster Bomb]]s and [[Stun Bomb]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ammo Weight Bugs ===&lt;br /&gt;
&lt;br /&gt;
In general, the game engine handles the weight allocation of ammo/clips &#039;&#039;&#039;loaded into weapons&#039;&#039;&#039; very badly. There was a good design to handle ammo weight, but it was not properly implemented. As a result there is a set of bugs relating to ammo/clip weight and encumbrance that share overlapping causes and effects.&lt;br /&gt;
&lt;br /&gt;
==== Equip Phase Ammo Load Error ====&lt;br /&gt;
&lt;br /&gt;
The game routine for placing ammo into weapons at the beginning of the equip phase does not correctly set all object and unit values. It should set the ammo as loaded into the weapon, the weapon as being held by the soldier, and the map position of the weapon and the ammo as the same as the soldier. Looks like it does not do one or more of these things. Whatever values the game doesn&#039;t set, do get set if you manually load or reload the weapon, either during the equip phase, or during the game. &lt;br /&gt;
&lt;br /&gt;
Specifically, the game&#039;s auto-equip functions at the beginning of the equip phase fail to set offset 0x04 of the [[OBPOS.DAT]] record to point to the soldier who owns the ammo. These functions leave the value = 0xff, which implies &amp;quot;on the ground&amp;quot;. They also leave the ammo location as being the equipment pile, rather than the location of the soldier. The other values are set correctly. Manually loading ammo into a weapon, during the equip phase or during combat, correctly sets all values. The ownership points to the soldier and the location to the soldier&#039;s location. &lt;br /&gt;
&lt;br /&gt;
This bug is the cause of [[Known_Bugs#Weightless_Loaded_Ammo|Weightless Loaded Ammo]]. Probably the only other impact of this bug is that XComUtil can&#039;t detect the fact that the ammo is loaded into the weapon, for the purpose of AutoCombat. It might have other subtle effects on any utilities that deal with equipping soldiers. &lt;br /&gt;
&lt;br /&gt;
====Weightless Loaded Ammo====&lt;br /&gt;
&lt;br /&gt;
Ammo that is automatically pre-loaded into a weapon at the start of the Equip Phase of a mission does not initially count towards any soldier&#039;s carried weight (Encumbrance). If the weapon is subsequently unloaded during the Equip Phase or later in the mission, the soldier&#039;s encumbrance will &#039;&#039;increase&#039;&#039;.  This will probably only be noticed if the unloaded clip was not discarded (e.g. because it was not fully empty). This is due to a bug in the game&#039;s original weight calculation routine that was uncovered (but not caused) by Seb76&#039;s inventory screen improvements.&lt;br /&gt;
&lt;br /&gt;
The Weightless Loaded Ammo bug slightly advantages X-Com. It leads to a set of relatively minor exploits. Using this bug, you can get weak soldiers to carry heavy weapons with (usually) a single clip and no TU penalty. For weapons that use multiple ammo types (which auto-equip with AP by preference), by manipulating the overall supply of ammo of different types you can to some extent persuade the auto equip algorithm to load your preferred ammo type for these weaker soldiers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:51, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Displaced Ammo Weight ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance: Apart from weapons pre-loaded by the game, be sure to unload any weapons before dropping them. Drop, pick up and transfer ammo only when it is not loaded into a weapon.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dropped ammo clips that are still loaded into dropped weapons are not un-assigned from the unit carrying them. The weight of the ammo / clips continues to count against the unit&#039;s [[Time Units#Encumbrance|Encumbrance]] as &#039;displaced weight&#039; that can&#039;t be removed by ordinary means. This is an original game bug that only becomes apparent when using mods that display the unit&#039;s current encumbrance. The effect continues until the ammo is unloaded (either by the original holder picking up the weapon again and unloading it, or someone else picking it up and unloading it). Once the ammo is unloaded, its weight is applied to the actual current holder, only, and is released from the original holder. &lt;br /&gt;
&lt;br /&gt;
This bug also applies during the Equip Phase, if one soldier loads a weapon, drops it, and another soldier picks it up. &lt;br /&gt;
&lt;br /&gt;
In some senses this bug is the opposite of the Weightless Ammo Bug, and each bug has probably tended to obscure the effects of the other. For example, clips affected by the Weightless Ammo Bug (clips automatically loaded by the game) are not so obviously affected by this bug, since their displaced weight is &#039;carried&#039; by the Equipment Pile rather than any specific Soldier. (In another sense, this is the same bug, with the weight displaced to the Equipment Pile rather than to another soldier.)&lt;br /&gt;
&lt;br /&gt;
See [[User_talk:Seb76#Inventory_screen_ammo_weight_bug|this discussion]] for more information on this bug.&lt;br /&gt;
&lt;br /&gt;
==== Ammo Weight Exploits ====&lt;br /&gt;
&lt;br /&gt;
As noted above, Weightless Ammo is, in itself, a minor exploit, since it provides some extra penalty-free carrying capacity in combat. &lt;br /&gt;
&lt;br /&gt;
On the face of it, the Displaced Weight Bug is not an exploit, since for every decrease in weight on one soldier there is a corresponding increase in weight on another soldier. However the Displaced Weight bug could potentially be exploited by having one soldier first load and then drop a lot of weapons, and then move away from the resulting pile to allow others to pick up. This would create a reserve of weapons where all the ammo weight was being &#039;carried&#039; by this &amp;quot;weight sink&amp;quot; soldier, freeing up encumbrance for other soldiers. For example, all recon and front line soldiers required to be mobile could get reduced weight, at the expense of a single soldier having extremely reduced mobility/TUs. However, as the game&#039;s auto equip routines already load all initial weapons with weightless ammo, this would only be useful after combat had been progressing for some time, for reloads rather than initial loads, and it would require the squad to regroup around this &amp;quot;sink&amp;quot;, or ferry weapons to/from the &amp;quot;sink&amp;quot;. It might be most useful with Rocket Launchers (high weight, high ammo weight, one round before reload).&lt;br /&gt;
&lt;br /&gt;
== Storage and Transfer Bugs ==&lt;br /&gt;
&lt;br /&gt;
===Sticky Craft Transfer Fee glitch===&lt;br /&gt;
As pointed out by [[User:Zombie|Zombie]] and [[User:Danial|Danial]], transferring any craft causes &#039;&#039;&#039;&#039;&#039;all subsequent transfers to have that cost added to it&#039;&#039;&#039;&#039;&#039;, for as long as the craft is in transit. Additional craft in transit will add additional fees. (This has also been called the Exponential Transfer Fee bug, although it&#039;s actually additive, not exponential.)&lt;br /&gt;
&lt;br /&gt;
Example (all numbers are only approximations):&lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of pistol transfer (&amp;amp;harr; = to or from)&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA       80&lt;br /&gt;
 EU  &amp;amp;harr; Asia      100&lt;br /&gt;
 USA &amp;amp;harr; Asia      120&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of craft transfer&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1600               &#039;&#039;Notice how transfer fees always work as relative percents,&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2000               &#039;&#039;probably on a distance-based formula&lt;br /&gt;
 USA &amp;amp;harr; Asia     2400&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost to transfer &#039;&#039;&#039;pistol&#039;&#039;&#039;, after transferring craft from EU to Asia for $2000&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1680   (80+1600)&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2100  (100+2000)&lt;br /&gt;
 USA &amp;amp;harr; Asia     2520  (120+2400)&lt;br /&gt;
&lt;br /&gt;
The cost of the craft transfer &amp;quot;sticks&amp;quot; to &#039;&#039;&#039;all&#039;&#039;&#039; subsequent transfers, until the craft arrives - although it acts on a proportionate basis, which is probably distance related.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this cost is &#039;&#039;&#039;additive&#039;&#039;&#039;. That is to say, if you transferred a second craft from EU to Asia while the first was still in transit, it would cost $4000 ($2000 plus $2000 - it too suffers from the glitch!), it would then cost e.g. $4100 to transfer a pistol from EU to Asia. Having even more craft in transit would add even more fees.&lt;br /&gt;
&lt;br /&gt;
This only appears to happen with aircraft, although it does happen for them all. So try to transfer aircraft individually, and not transfer anything else while you do - assuming you aren&#039;t awash in money. (The bug will cost you in the low thousands of dollars per craft being transferred.)&lt;br /&gt;
&lt;br /&gt;
A related problem is that, if you are in the Transfer screen, start to transfer a craft, and then cancel because you remembered you wanted to send something else first - if you then try to Transfer something on that same screen, &#039;&#039;it will still get the sticky craft fee added&#039;&#039;. Try it and see. You have to back up out to the main Base screen and hit Transfer again, to get rid of the sticky fee from a canceled craft transfer.&lt;br /&gt;
&lt;br /&gt;
===Fuel dump on transfer===&lt;br /&gt;
Transferring a craft with 100% fuel will dump it somewhere along the way. &lt;br /&gt;
When it arrives at its destination, its fuel gauge will read empty (ie: 0% FUEL), but it will be listed as ready. If you launch your craft for a mission (any mission will do) its fuel gauge will still read empty. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This can be [[ExploitsA#Infinite_Fuel|exploited]], but it is very annoying if you want to quickly turn around a troop transport for another mission. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can force a refuel by sending out the craft and immediately recalling it back to base.&lt;br /&gt;
:The zero fuel on arrival is not really a bug. The designers intended for this to happen.  The actual bug is that the planes&#039;s state is not changed from &amp;quot;ready&amp;quot; to &amp;quot;refueling&amp;quot; when it arrives.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 07:15, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Transfer Limit cash eater===&lt;br /&gt;
Only 100 items can be in transit at a time. (Here, a transfer of e.g. 200 Elerium counts as one &amp;quot;item&amp;quot;. Also, all soldiers are counted individually.) If you go over the limit, you will get a warning that there is no more transport capacity. If you STILL try to transport something after getting the warning, the item will stay where it is, but the transportation cost still gets deducted. Bad if you&#039;re shuffling expensive aircraft. The extra cost isn&#039;t that bad. Recovering just one alien weapon will likely cover the money you will lose to this bug over the course of a game.&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;80%&amp;quot; align = &amp;quot;center&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| Tip&lt;br /&gt;
|-&lt;br /&gt;
| To Clarify what constitutes an item in the transfer screen, think of them as batches of X amount. For example, if you transfer 200 alien alloys now, and then decide to transfer another 50 alloys later, this will count as two items in transit. Now, when you look at your transfers, you&#039;ll now have two items. Two batches of alien alloys, one with 200 units and the other with 50 units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfer crash ===&lt;br /&gt;
If you transfer something to another base the game crashes right after acknowledging the transfer price.&lt;br /&gt;
&lt;br /&gt;
Solution: Start UFO, select English language, finish your transfer, save game, restart with your normal language settings (http://www.xcomufo.com/x1faq.html)&lt;br /&gt;
&lt;br /&gt;
===Storage Limit===&lt;br /&gt;
You can not store more than 9,999 of any one item in the general stores at a specific base at one time.  However, this will likely only happen with [[Alien Alloys]] or [[Elerium-115]].  &lt;br /&gt;
Still, consider yourself warned.  If you&#039;re coming close to the limit, consider transferring the extra to other bases or even selling it, as any extra collected beyond the limit will &#039;disappear&#039; and be wasted.&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits===&lt;br /&gt;
&lt;br /&gt;
The storage capacity of a base is normally limited by the capacity of the General Stores. However this can be exceeded in a number of ways:&lt;br /&gt;
&lt;br /&gt;
* By exploiting some of the Base Storage Anomalies (see below)&lt;br /&gt;
* By storing surplus equipment in transport aircraft (up to the 80 item limit). Note that if both the aircraft and the base are full, you can no longer move equipment between the aircraft and base (in either direction). &lt;br /&gt;
* Anything manufactured at the base will be stored there regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
* Anything captured on a mission by an aircraft operating from the base will be stored at the base, regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
&lt;br /&gt;
These could perhaps be considered minor exploits.&lt;br /&gt;
&lt;br /&gt;
===Base Storage Anomalies===&lt;br /&gt;
&lt;br /&gt;
There are some quirks in how the game calculates, and displays, base storage capacity used and available. These quirks are not all consistent with each other, which leads to some strange behaviour. A typical example would be moving a set of items out of Stores, immediately trying to put the exact same set of items back into Stores, and this failing due to &amp;quot;insufficient space&amp;quot;. A more detailed discussion is in [[Talk:Base Stores#Base Stores Anomalies]].&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits when Transferring Craft===&lt;br /&gt;
&lt;br /&gt;
Usually you can&#039;t transfer crafts to bases without capacity for them as you&#039;ll get an error when you press the Up arrow. However, if you press the Down arrow when the craft quantity is already at 0, the game will still think you&#039;re removing crafts from the destination base and &amp;quot;add capacity&amp;quot;, so you can then press the Up arrow again to transfer the crafts without error. This doesn&#039;t work with other transferable items.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve broken the limit once, you don&#039;t need to do this trick anymore as the error won&#039;t show up again (the game probably doesn&#039;t check for negative capacity). You can also exceed storage and personnel capacity this way, as Transport Crafts will carry their contents over. For example, if you press the Down arrow on a Skyranger with 14 soldiers, the game will &amp;quot;add capacity&amp;quot; for 1 craft and 14 personnel on the destination base.&lt;br /&gt;
&lt;br /&gt;
You can also orphan crafts this way by removing a base with crafts but no hangars, which can cause all sorts of weird behavior.&lt;br /&gt;
&lt;br /&gt;
== Soldier Limits and Recruiting Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Soldier Recruiting Bugs ===&lt;br /&gt;
&lt;br /&gt;
Also there are 3 bugs related to recruiting soldiers: &lt;br /&gt;
&lt;br /&gt;
* You still get charged for Soldiers you try to purchase above the No More Soldiers limit.&lt;br /&gt;
* The error message that appears when you hire too many soldiers must be dismissed (click OK) once for each soldier over the limit, i.e. up to 255 times. &lt;br /&gt;
* You get also charged for Soldiers you try to purchase above the Transfer Limit (100 at a time).&lt;br /&gt;
&lt;br /&gt;
== Manufacturing and Research Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Zero Unit Manufacturing Exploit ===&lt;br /&gt;
&lt;br /&gt;
If you start a manufacturing project with zero items to build, close the screen, and then go back to assign staff and a non-zero build amount later, the first item is built for free. If you only build one item at a time, you can build them all for free. Obviously, this is cheating. It&#039;s also a bit tedious. It might be excusable if you&#039;re really short of money.&lt;br /&gt;
&lt;br /&gt;
=== Research Rollover ===&lt;br /&gt;
&lt;br /&gt;
At midnight, research projects are checked for completion in the order shown on your Projects screen (which is the same order as for picking new Projects, for [[RESEARCH.DAT]], etc.). But X-COM does not track the effort of individual scientists, so when a project ends, its scientists can be re-assigned before the game checks the next project.&lt;br /&gt;
&lt;br /&gt;
The upshot is that you can re-use scientists from completed projects as long as you put them on projects (existing or new) that are [[RESEARCH.DAT|farther down the list]] than the one that just finished. And if you assign more scientists than projects need, you can finish multiple projects immediately! &lt;br /&gt;
&lt;br /&gt;
To best use this exploit:&lt;br /&gt;
*If projects (new or existing) have equal priority to you, start new scientists at the top of your list (the [[RESEARCH.DAT|lowest-numbered]] project) and work them &amp;quot;down&amp;quot; from there. This minimizes the number of times that scientists wind up at the end of the project list (where you can&#039;t exploit them).&lt;br /&gt;
*It works especially well later in the game if you have a full complement of scientists (practical limit of 250 at a base) and apply them to the many &amp;quot;fluff&amp;quot; alien, corpse, and alien-room projects that [[Research_Technical_Details#Research_Time|average less than 250 research days]]. You might finish a lot at once.&lt;br /&gt;
*If using it, you don&#039;t have to worry about &amp;quot;wasted&amp;quot; research effort due to allocating too many scientists to a project on its last day. Unless you&#039;re at the end of the project list, wasted scientists can be re-used, too - sometimes many times.&lt;br /&gt;
&lt;br /&gt;
=== Overcrowded Engineers And Scientists ===&lt;br /&gt;
In the Dos version (probably the others as well) if you hire more than 255 engineers in a single base, the number of engineers in the base will read a negative number once the 257th  engineer arrives. Any Engineers engaged in projects will continue to work on them, but if you cancel the project you will lose engineers until you have lost 255 of them. &lt;br /&gt;
This bug also affects scientists. It may be exploitable to pay a negative salary at the end of the month.&lt;br /&gt;
&lt;br /&gt;
If you hire exactly 256 scientists or engineers, the total rolls over to zero. You pay zero salaries, and the resulting free Manufacturing / Research is limited only by the capacity of your Factories / Laboratories. Also works in TFTD.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: you need to make sure that not all of their projects finish at the same time.&lt;br /&gt;
Otherwise, you would be stuck with 0 &#039;available&#039; workers/scientists, i.e. unable to assign them to a new project.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Limit Bug===&lt;br /&gt;
The number of hours remaining on a [[Manufacturing_Profitability#Profit_tables|manufacturing project]] is stored in a two-byte integer.  If you build enough items that the total number of Engineer Hours required for construction is above 65535 hours, it will wrap around to 0 hours and display from there.  Typically this drastically understates the amount of time that will be spent working on the items, but strictly speaking, it only subtracts 65k hours (so a huge project like 120k hours would still show ~55k hours&#039; worth of Engineer time needed).&lt;br /&gt;
&lt;br /&gt;
This bug is not dependent on the number of engineers assigned to the project; it is a function of the number of engineer hours needed.  You will most likely run into it when trying to build 2 Avengers at the same time or when queuing up large orders of items in bulk, such as armor or Laser Cannons.  As a practical example, the number of Avengers needed to trigger the bug is 2.  The number of Laser Cannons is 219.  Toggle back and forth between 218 and 219 laser cannons at the beginning of a project to see the effects.&lt;br /&gt;
&lt;br /&gt;
It is known with certainty that this exists as a display issue - the screen will say you need less time than you should when you go over 65536 Engineer hours. [[User:Arrow Quivershaft|Arrow Quivershaft]] is also sure he&#039;s seen it eat an Avenger... he ordered two but only got one, even though it took the time, and cost the money, for two. He&#039;s tried to replicate this and hasn&#039;t been able to, however. So it clearly is at least a superficial display issue, and may be more than that ... possibly dependent on even something else. In any event, keep an eye on projects with more than 65k Engineer hours (and report back here!)... or just avoid going that high.&lt;br /&gt;
&lt;br /&gt;
== UFOPaedia Errors ==&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapon hit probabilities ===&lt;br /&gt;
&lt;br /&gt;
There is a bug in the in-game UFOPaedia. It mistakenly reads the damage value field when reporting the hit chance for a craft weapon. Hence:&lt;br /&gt;
&lt;br /&gt;
* Cannon shows 10% not 25%&lt;br /&gt;
* Avalanche shows 100% not 80%&lt;br /&gt;
* Laser Cannon shows 70% not 35%&lt;br /&gt;
* Plasma Beam shows 140% not 50%&lt;br /&gt;
* Fusion Ball shows 230% (!!!) not 100%&lt;br /&gt;
&lt;br /&gt;
Possibly the reason this bug was missed during testing is that the first weapon in the data files, Stingray, actually does have Damage equal to its hit probability.&lt;br /&gt;
&lt;br /&gt;
In the CE version, this is the problem piece of code:&lt;br /&gt;
.text 45B2CC: 0F BF 4E 06 &lt;br /&gt;
&lt;br /&gt;
Change the 06 to 04.  The offset may not be correct for everyone but it should be close.  I don&#039;t know the offset in the DOS version.&lt;br /&gt;
[[User:Morgan525|Tycho]] 06:27, 1 April 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapon reload rates ===&lt;br /&gt;
&lt;br /&gt;
From empirical research it looks like the reload rates of craft weapons are not stated correctly in the UFOPaedia. For example, the rates of fire of the Laser Cannon and Plasma Cannon are actually the same as each other, and they are both about six times slower than the regular Cannon (so about 12s) - whereas the UFOPaedia entry gives the reload times (inverse of the rate of fire) as being:&lt;br /&gt;
&lt;br /&gt;
 Cannon       2s&lt;br /&gt;
 Laser Cannon 4s&lt;br /&gt;
 Plasma Beam  6s&lt;br /&gt;
&lt;br /&gt;
Similarly the UFOPaedia shows the Fusion Ball as having 3/5 the rate of fire of a Stingray missile, with the Fusion Ball being slower than an Avalanche missile; but empirically the Fusion Ball and Stingray have the same rate of fire, and so the Fusion Ball is faster than the Avalanche. See the discussion in [[Craft_Combat_Mechanics#Observed_Rates_of_Fire|Craft Combat Mechanics - Observed Rates of Fire]] for more details, but keep in mind recent code digs have clarified the picture from this initial rough approximation. It seems reasonable to assume the actual reload rates are coming from a different part of the executable, different to the locations used  populate these values that are displayed in the UFOPaedia. [[User:Spike|Spike]] 23:25, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Alien Containment size===&lt;br /&gt;
&lt;br /&gt;
The UFOpaedia in-game claims that each [[Alien Containment]] module can hold 10 live aliens. This is not in fact the case; the true limit is 50 aliens in containment among all bases, regardless of how many Alien Containment modules exist (though live aliens can only be stored at bases with Alien Containment). As such, building more Alien Containment modules, or shuffling aliens around between bases, will &#039;&#039;&#039;not&#039;&#039;&#039; free up space; the only way to free up space is to research some of the captured aliens (which removes them from containment).&lt;br /&gt;
&lt;br /&gt;
===Radar detection chances===&lt;br /&gt;
&lt;br /&gt;
The UFOpaedia in-game claims that both Small Radar and Large Radar facilities have a 5% chance of detecting UFOs every 10 minutes. In fact, this is not the case; Small Radar has a 10% chance of detecting UFOs per 30 minutes (less than advertised), while Large Radar has a 20% chance of detecting UFOs per 30 minutes (more than advertised). Note also the [[Known_Bugs#Radar_Stacking|Radar Stacking]] bug.&lt;br /&gt;
&lt;br /&gt;
== Other Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Bug ===&lt;br /&gt;
The DOS version has a problem where no matter what difficulty level you choose, it will revert to &amp;quot;Beginner&amp;quot; level after the first mission. This is caused by one incorrectly set bit in all DOS versions of the game (1.0 through to 1.4). The Collectors Edition Windows port (also commonly known as UFO Gold or CE) does not have this problem. To check your [[Difficulty Levels|Difficulty Level]]:&lt;br /&gt;
*Look at offset 60 in [[IGLOB.DAT]]. (If this file is only 60 bytes long, you&#039;ve got the bug!) &lt;br /&gt;
*Look at [[Alien Stats|statistics for aliens]] in your game with a [[Mind Probe]] or [[Psi-Amp]]&lt;br /&gt;
&lt;br /&gt;
To fix the Difficulty Bug, you can install [[XcomUtil]] and it will repair this bug. Alternately for those familiar with hex editing, you can fix this bug by referring to the appropriate section on the [[GEOSCAPE.EXE#XCOM: UFO Defense DOS Versions, difficulty setting bug | GEOSCAPE.EXE]] article and manually setting the incorrect byte to its proper value. &lt;br /&gt;
&lt;br /&gt;
:[http://tvtropes.org/pmwiki/pmwiki.php/Main/X-COM This TVTropes page] has been known to state that due to the bug, players asked the developers to increase game difficulty. The rumour goes that a new bug was supposedly introduced as a result, where TFTD&#039;s difficulty would reset to Superhuman instead of Beginner. The facts of the matter are that, while the overall difficulty of the game &#039;&#039;was&#039;&#039; increased, TFTD does manage to correctly keep track of which specific mode you&#039;re supposed to be playing in.&lt;br /&gt;
&lt;br /&gt;
=== Chrysallid / Tentaculat Difficulty Bug ===&lt;br /&gt;
&lt;br /&gt;
Stats of Chrysallids or Tentaculats that emerge from Zombies during combat have stats that ignore the difficulty level.&lt;br /&gt;
&lt;br /&gt;
=== Big Text Bug ===&lt;br /&gt;
There are a few bugs in XCOM, especially early versions, that can build up and make the game unstable enough that it crashes and prints out a screen full of green 40-column text, essentially debug or memory dump information useless to you.&lt;br /&gt;
&lt;br /&gt;
You can also forced a crash by pressing CTRL-C at the start of a new game (DOS only). If you don&#039;t have any missions automatically saved within the [[Game_Files#Missdat_Files|MISSDAT]] folder, you will get this big text to appear. Typically it is green for Enemy Unknown, and blue for Terror From The Deep. Other colours have been observed such as pink, purple, brown and yellow.&lt;br /&gt;
&lt;br /&gt;
In the dos version, the text that you see is simply a memory dump in mode-13h (the 320x200x256 colour screen resolution) and the text colour is based off the changes to the palette that the game made.  The batch file coordinating the two main programs [[Geoscape]] and [[Battlescape]] often succeeds in soldiering on after a crash.  In the Windows version of the game, the game simply crashes back to the desktop, unless you&#039;re using the [[XcomUtil]] split executable variant (which uses a batchfile).&lt;br /&gt;
&lt;br /&gt;
Some things which will tend to cause this problem:&lt;br /&gt;
* Overzealous use of Psi&lt;br /&gt;
&lt;br /&gt;
At least some of the instability crashes can be fixed by replacing the DOS/4GW dos extender with a later version from another DOS game. &lt;br /&gt;
&lt;br /&gt;
[http://syndicate.lubie.org/synd/html/synd_patches.php One of these], for example. Link to Syndicate fansite, instructions included.&lt;br /&gt;
&lt;br /&gt;
=== Losing My Favourite Game ===&lt;br /&gt;
&lt;br /&gt;
There is a check whether the &amp;quot;Has X-com received a financial warning?&amp;quot; flag has been raised. If no, a warning is issued and the flag is raised. If yes, then the game ends, and the flag is lowered. HOWEVER, this flag is erronously not connected to any particular savegame, it is global across all savegames. This allows strange results when saving and loading games.&lt;br /&gt;
&lt;br /&gt;
=== Celatid aim bug ===&lt;br /&gt;
&lt;br /&gt;
The Celatid typically misses. User Tycho has identified this is due to a bug that causes the Celatid to aim at the ground, rather than the middle of the target. The bug is being fixed in UFO Extender. The same bug may apply to the same grenade-like weapon routine used in TFTD.&lt;br /&gt;
:The Celatid attack uses the routine for throwing items and it defaults to using the maximum &amp;quot;depth&amp;quot; of a layer. This is usually fine since all other thrown objects that do damage cause explosions so the z-axis is important only for determining the landing point.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 07:24, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Seeing the future&amp;quot; Graph Bug ===&lt;br /&gt;
&lt;br /&gt;
Noticed this in EU CE version, but probably it happens in every other, probably in TFTD too. If, for any case, you have graphs data for months you did not play yet, you will see numbers like 10240, 163780 etc. next to the vertical axis, and graphs will be totally garbled.&lt;br /&gt;
This can be fixed by hex-editing [[ALIEN.DAT]], [[XCOM.DAT]] and [[UIGLOB.DAT]] -- just fill the &#039;future&#039; with zeros.&lt;br /&gt;
&lt;br /&gt;
=== Saving and Loading Oddities ===&lt;br /&gt;
&lt;br /&gt;
It is possible to load an empty save game slot. Doing so will place the player at the beginning stages of the X-COM campaign however their base will be nowhere to be found on the globe. Sending an air craft out of the base will reveal it to be in the just off the coast of Africa. This is due to the game normally asking you to pick your first base location, however loading an empty save slot bypasses the routine causing the base to simply be placed on the globe&#039;s first &amp;quot;graph point&amp;quot; which happens to be off the coast of Africa. Actually attempting to play the bugged campaign will end in failure as, although things can be purchased, sold, researched, ect. like usual, your base does not exist as far an the game&#039;s engine is concerned. Any aircraft sent from the base cannot return to it, forcing the game into a stand still once you finish a battlescape mission. This bug does not affect [[TFTD]] as selecting an empty save simply dumps you back to the previous screen, regardless of whether that&#039;s the current game or the main menu.&lt;br /&gt;
&lt;br /&gt;
Similarly, if you create a new base then select it in the bases menu and then immediately reload to a previous save prior to building it and open the bases menu again you will be greeted with a base screen full of [[Access lift|Access lifts]]. If you look at the base selection bar at the top you will notice the slot the the new base once occupied will be currently selected, though oddly empty. This is caused by the game not actively resetting the &amp;quot;selected base&amp;quot; variable unless the geoscape is restarted (either by quitting or entering a battlescape mission). Access Lifts fill the empty base due to the game not being designed to display a completely empty base grid and because they are the &amp;quot;default&amp;quot; base module type, being the first one that&#039;s always built upon creating a new base. Unlike the previous, this bug is a harmless visual anomaly. Simply selecting one of the filled base slots returns everything to normal.&lt;br /&gt;
&lt;br /&gt;
==Utility bugs==&lt;br /&gt;
&lt;br /&gt;
These are not bugs in X-Com itself, but in utilities often used with it. They are included for completeness.&lt;br /&gt;
&lt;br /&gt;
* [[Small window bug]]&lt;br /&gt;
&lt;br /&gt;
=== XComUtil Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
A problem similar to the Alien Inventory Stacking Bug can also occur for X-COM Soldiers, when using XComUtil.  The algorithm used to assign weapons in XComUtil MUST assign all weapons to troops, so if there are more weapons than soldiers, excess weapons are stacked onto the leg slot of the first soldier in the dropship.  This was a deliberate choice by Scott Jones to make this encumbrance obvious to the player.  This can be readily corrected in the &amp;quot;equip soldiers&amp;quot; screen before a mission.  Else, see &amp;quot;Alien Inventory Bug&amp;quot;, above.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
=== [[Known Bugs (TFTD)]] ===&lt;br /&gt;
For bugs that &#039;&#039;&#039;only&#039;&#039;&#039; affect X-COM: Terror From The Deep.&lt;br /&gt;
&lt;br /&gt;
[[Category: Oddities and bugs]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=85514</id>
		<title>Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=85514"/>
		<updated>2018-02-21T00:49:01Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Other Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Construction Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
Base facilities built along the right or bottom edges of the base building area may end up being cut off from each other by dirt walls, a bug in the routine meant to keep soldiers from accidentally exiting the map edges during [[Base Defence]] missions. The dirt walls can be knocked down by Blaster Bombs or excessive amount of heavy plasma fire during combat but are otherwise unbreakable. &lt;br /&gt;
&lt;br /&gt;
[[image:bdb.gif|center|Base Disjoint Bug]]&lt;br /&gt;
&lt;br /&gt;
The walls marked in white are removed if there is an adjacent module. All green modules are not affected while the yellow modules are. The red module will be sealed off completely if anything smaller than a hangar is placed here at any given time. &lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] works around this problem by stripping out the walls entirely in all the base modules.&lt;br /&gt;
&lt;br /&gt;
The bug can be profitable if the hangars and the lift are accessible only through in these areas - you can gather and supply all your soldiers heavily without aliens interfering, then knock a hole in the wall and cover the area with explosives and blaster launcher fire.&lt;br /&gt;
&lt;br /&gt;
===Displayed Base Maintenance Costs===&lt;br /&gt;
Although X-COM charges the right monthly fees for base modules, the maintenance fee displayed &#039;&#039;in the base info screen&#039;&#039; is always wrong. The displayed number is actually based on the placement within the base grid, &#039;&#039;&#039;not&#039;&#039;&#039; the price displayed in the in-game UFOpaedia. However, at the end of the month, the right fee is deducted. For more information, see [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]]. The Geo finance Graph shows a correct maintenance summary ([[LIGLOB.DAT]], updated once a month). Also see the next section.&lt;br /&gt;
&lt;br /&gt;
===Paying For Dirt===&lt;br /&gt;
If you take down any facility in any base that you own and leave bare dirt, then you will continue to pay maintenance on it. But not at the old rate of whatever the facility cost per month, filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay 80k per month. Thats 320k per hangar you take down. There are only two known ways to stop paying this premium - if you completely dismantle the base you stop paying any money for it, or if you build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete.&lt;br /&gt;
&lt;br /&gt;
It is also possible to stop the 80k per month charge by hex editing the base.dat file in the save game.  If you change the byte that indicates the number of days until the destroyed module from 00 to ff, you no longer pay for the dirt.&lt;br /&gt;
&lt;br /&gt;
If you start a facility and change your mind before it is complete, after the time when it would have completed you will start paying this 80k premium on that land as well.&lt;br /&gt;
&lt;br /&gt;
Note that this also applies to facilities that have been destroyed due to battle damage in [[Base Defence]] missions. If you have lost a facility in a base defence mission and you cannot afford to replace the original facility, consider building something cheap here to keep down this bug.&lt;br /&gt;
&lt;br /&gt;
===Base Facility Dismantle-Construction Crash===&lt;br /&gt;
In the Collectors Edition version, dismantling a facility while its construction is in progress can cause a crash when a second facility on another base square completes its construction.  To work around this, dismantle a facility only after its construction is complete.  If you have already dismantled such a facility, build something like a general stores on the same square to avoid the crash.  It is not known if this crash happens intermittently or always, or if it happens on most versions of the game or just the Collectors Edition.&lt;br /&gt;
&lt;br /&gt;
===Radar Stacking===&lt;br /&gt;
Despite the &amp;quot;Short Range&amp;quot; and &amp;quot;Long Range&amp;quot; detection bars displayed on each base&#039;s Information screen, only one radar of each type will be used at each base. Building additional radars of the same type will have no effect. One short and one long are useful until the [[Hyper-wave Decoder|Hyper-Wave Decoder]] makes both of them obsolete.&lt;br /&gt;
&lt;br /&gt;
===Phantom Radar===&lt;br /&gt;
When you dismantle detection equipment such as a radar or hyperwave detector, the related detection ability of the base does not decrease until a new facility of some kind is built in that base. Until a new facility is completes building at that base, the base continues to use this &amp;quot;phantom radar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This bug allows you to &amp;quot;upgrade in place&amp;quot;, for example building a new Hyper-Wave Decoder over the top of an existing Large Radar, and retaining the detection capability of the Large Radar until the Hyper-Wave Decoder completes building. (Unless something else completes building first).&lt;br /&gt;
&lt;br /&gt;
===Fixes for Base Construction Bugs===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, [[XcomUtil]] prevents the Base Disjoint bug (crudely). The [[User:Spike#Base_Fixer|BaseFixer]] utility corrects the Paying for Dirt, Phantom Radar, and Radar Stacking bugs. BaseFixer can be used manually on saved game files, or automatically via XcomUtil&#039;s hook mechanism.&lt;br /&gt;
&lt;br /&gt;
All these issues are also fixed by [[UFOextender]].&lt;br /&gt;
&lt;br /&gt;
==Geoscape Bugs==&lt;br /&gt;
&lt;br /&gt;
===First Radar Detection Data bug===&lt;br /&gt;
When a UFO is detected by a radar, you get certain data on it depending on the type of radar that detected it.  If the UFO later enters the range of another radar while staying in the range of the first, you will continue to get the initial data given, even if the new radar is more powerful than the first!  So if you detect a craft with a [[Small Radar System]], then the UFO moves into the range of a [[Hyper-wave Decoder]], clicking on the UFO will only give you the data as if the Small Radar detected it, so long as it remains in the Small Radar range!  In effect, the data you get about a UFO is determined when you first detect it, and not changed after that until you lose detection on the craft with the radar that first detected it.&lt;br /&gt;
&lt;br /&gt;
This bug most commonly shows up when a UFO is first detected by a patrolling aircraft and then remains in the range of the aircraft while also entering the range of a Hyper-Wave Decoder.&lt;br /&gt;
&lt;br /&gt;
=== Minimized Interceptor Bug ===&lt;br /&gt;
One fairly consistent cause of crashes is saving the geoscape game during a UFO standoff, with a [[UFO Interception]] window minimized to an icon. The next mission after that point will likely dump you to the green text screen, and perhaps an earlier battlescape mission instead of the proper one. What it seems to do is zoom back out of the combat too far when the fight is over, eventually causing the crash once it has gone a couple of steps further than it normally allows you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Open up [[UIGLOB.DAT]] in a hex editor. Change hex offset 0x06 to 00. This will reset the number of minimized interceptor windows to zero. Your interceptor unit can be selected to either return to base or continue on to complete its ground assault mission. &#039;&#039;NOTE: Make sure to back up your save game before editing it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- I was able to recover from this state by quickly sending in another interceptor ([[Firestorm]]) to take over, which allowed my first interceptor ([[Avenger]]) to break off and go home without crashing the game again. After the shootdown I overwrote the buggy savegame. --[[User:JellyfishGreen|JellyfishGreen]] 03:11, 22 Aug 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This happened to me also. I fixed it by replacing &amp;quot;[[UIGLOB.DAT]]&amp;quot; in the save folder with the same file from another saved game (from the same campaign a month earlier) [[User:bylund|bylund]] 00:15, January 12, 2007 (GMT+01)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interceptions: Last Shot Always Misses ===&lt;br /&gt;
When using Cautious attack when [[UFO Interception|intercepting a UFO]], your craft will stay at the maximum range of your longest-range weapon.  When using Standard attack, your craft will stay at the maximum range of your shortest-range weapon.  (Usually players use two weapons of the same type, so Cautious and Standard attack will behave the same in this regard.)&lt;br /&gt;
&lt;br /&gt;
As soon as the craft fires its last shot (expending all its ammo), it will drop back to &amp;quot;Standoff&amp;quot; range (70km).  This will make it appear that the UFO has backed away while the last missile(s) are in-flight, causing them to miss.  &lt;br /&gt;
&lt;br /&gt;
In order to hit a UFO with your last salvo of missiles (Stingrays, Avalanches, or Fusion Balls), you must switch to &amp;quot;Aggressive&amp;quot; attack before the last salvo reaches the UFO.  This will cause your craft to close in with the UFO, allowing the missiles to be in range when they reach the UFO.  However, Aggressive attacks will also bring you within range of the UFO&#039;s weapons, so you should hit the &amp;quot;Disengage&amp;quot; button as soon as the last salvo hits.&lt;br /&gt;
&lt;br /&gt;
===Elerium-fueled Craft Bug===&lt;br /&gt;
A [[Skyranger]] or [[Interceptor]], once dispatched, will return to base when its fuel supply has dropped to a level that it will only have just enough fuel to return to base.  Craft fueled by Elerium-115, however, will always report the &amp;quot;Low Fuel&amp;quot; message as soon at the fuel supply is 50% depleted, no matter where they are on the globe.  This significantly shortens the already minute time that a [[Firestorm]], [[Lightning]], or [[Avenger]] can be dispatched to patrol.&lt;br /&gt;
&lt;br /&gt;
===Medic Research Bug===&lt;br /&gt;
&lt;br /&gt;
The array holding live alien and autopsy data to randomly provide when an alien Medic is researched is four bytes too short. What this means in practice is that if you interrogate an alien Medic before you have at least two of these topics unlocked, the game will crash. To avoid this bug, do not research any alien Medics until you have performed either: a) two alien autopsies, b) an alien autopsy and an alien interrogation, or c) two alien interrogations of different species.&lt;br /&gt;
&lt;br /&gt;
===Never-ending Retaliation Bug===&lt;br /&gt;
Some times the aliens will send a [[battleship]] on a [[Alien_Retaliation|retaliation mission]] to the &amp;quot;wrong&amp;quot; base. F.ex: the [[Hyper-wave_Decoder|hyper-wave decoder]] may report its destination as South East Asia, but the ship will actually fly to your base in North America and attack it.&lt;br /&gt;
&lt;br /&gt;
Even if the battleship succeeds in getting past the base defences and its crew is subsequently defeated, the aliens won&#039;t &amp;quot;forget&amp;quot; the base&#039;s location as they normally do and instead keep sending another battleship every week or so. If your base is constructed with [[Base_Layout_Strategy|defendability]] in mind and crewed by experienced operatives this will net you heaps and heaps of alien weapons, corpses and prisoners very quickly. The downsides are, of course, playing the same base defence mission over and over again and having to maintain a garrison there at all times.&lt;br /&gt;
&lt;br /&gt;
More research is needed to find out what causes this bug, but it &#039;&#039;could&#039;&#039; have something to do with [[Mind_Shield|mind shields]] being finished between the scouting and assault parts of the aliens&#039; retaliation mission.&lt;br /&gt;
&lt;br /&gt;
=== Early Base Defence bug ===&lt;br /&gt;
&lt;br /&gt;
XBASE.DAT has 12 entries for each valid mission zone.  However, the initialization routine for a new game only resets the first 8 entries. If some of these entries have leftover data from a previous game, this may spawn an alien [[Battleship]] attacking the location specified, usually your first base. This results in an unprovoked [[Base Defence]] mission, within the first two weeks of the new game! (Normally, the aliens don&#039;t try to attack your bases unless you intercept UFOs, and they have to [[Alien Retaliation|search for a base]] before a Battleship can be deployed to assault it.)&lt;br /&gt;
&lt;br /&gt;
=== Cash Rollover Bug ===&lt;br /&gt;
&lt;br /&gt;
When your cash balance goes over $2,147,483,647, it will rollover and become  $-2,147,483,647. Which means your game is done for, unless you use an editor. Fortunately, by the time you accumulate this much cash, you have usually completed all necessary research to win the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When the game was written, the largest unit that a programmer had available was 32-bits. The programmers did not make this unsigned so the largest amount that could be stored is 2 ^ 31 - 1, which is 2147483647. Incrementing this causes it to overflow to a negative number due to [https://en.wikipedia.org/wiki/Two&#039;s_complement Two&#039;s complement arithmetic]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Battlescape Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Load bug after successful mission ===&lt;br /&gt;
After you finish a game you have saved and load the same game file again - the alien side goes first! I think it may be caused when you succesfully complete the mission and you get a notification like that the alien has died beacuse of no alien containment. The game still thinks that it is the aliens&#039; turn. So when I load the mission again- the aliens move first. If you load the same saved game again it will be OK. [[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
===Time Units Missing===&lt;br /&gt;
Very rarely when you end your first turn and all your units are inside the Skyranger in the next turn they all only have 4 time units remaining.&lt;br /&gt;
&lt;br /&gt;
=== Faulty Large Units ===&lt;br /&gt;
If you move a tank off a northward facing ledge, the rest of the tank will sink into a wall (if there is one), and cause the tank to get stuck. This won&#039;t happen if the tank moves off a south facing ledge as the primary quarter will fall after the rest of the tank. Aliens can also get stuck this way.&lt;br /&gt;
&lt;br /&gt;
Another, potentially annoying bug occurs when a large unit&#039;s graphics become messed up. During a base defence mission, a rocket tank may end up looking like 4 silacoids bunched together.&lt;br /&gt;
&lt;br /&gt;
===Unconscious Units are items===&lt;br /&gt;
This is actually an intentional programming choice... but it leads to several consequences which are bugs.&lt;br /&gt;
&lt;br /&gt;
Firstly, any unconscious unit can be killed instantly by even a weak explosion, like being nearby an exploding AC-HE shell... even a Muton with 125 Health or an X-com agent in Flying Armor whose high armor ratings normally make him immune to AC-HE damage.&lt;br /&gt;
Secondly, no experience is gained for killing enemies in this manner.&lt;br /&gt;
&lt;br /&gt;
You can prevent an unconscious unit&#039;s death from an explosion by picking it up... if a blaster bomb strikes the carrier and kills him, the unconscious unit will safely fall to the floor, unharmed.&lt;br /&gt;
&lt;br /&gt;
Unlike a conscious unit (not wearing x-com armor), an unconscious unit can laze about in the middle of a fire without taking damage, since a UNIT standing in fire takes damage, but an unconscious unit is an item, which all ignore fire.&lt;br /&gt;
&lt;br /&gt;
Forcing an MCed alien to pick up an unconscious X-com agent and carry him in its right hand can cause weird things to occur when you release the mind control. I think the game might crash when the alien tries to shove the agent into its magic pocket.&lt;br /&gt;
&lt;br /&gt;
If a non-flying unconscious unit wakes up while being carried by a flying unit, it will gain some sort of temporary hover ability. (I once placed an unconscious Chryssalid in my flying agent&#039;s backpack. A few turns later, some growls and screams were heard from overhead.)&lt;br /&gt;
&lt;br /&gt;
Save space! Each conscious unit takes up 1 tile (4 tiles for large units). An unconscious unit does not use up the tile... this might conceivably be useful if you wanted to abort a mission, but several panicked units were preventing other agents from boarding the skyranger...  &lt;br /&gt;
X-com agents refuse to ride piggyback or be picked up while conscious. So, if you want a non-flying unit to reach an 2nd floor place with no stairs or elevator, you will have to knock him out, then either throw him up, or have a flying unit pick him up and drop him... and presumably administer stimulant.&lt;br /&gt;
&lt;br /&gt;
This also leads to the INVISIBLE UNIT glitch. Frequently happens during Base Defence missions, since the item table is usually maxed out. Basically, the item table is so full that killed units do not leave corpses. However, this also means that unconscious units do not turn into  the Unconscious Unit item. The KOed unit will disappear from sight, but will still be visible as a red number and as a blue/yellow dot on overhead map. Since the unit is still a unit and not an item, you will be able to shoot it with projectile weapons and kill it. ALSO, this method enables you to raise any unit&#039;s stun bar all the way to 255, since you can still increase the stun meter, despite them already being unconscious. If you this bug occurs and interferes with your goal (capturing enemy Commander), the way to go is to destroy some of your items with explosion.&lt;br /&gt;
&lt;br /&gt;
===Funky Fire===&lt;br /&gt;
If a unit (alien or friendly) is on fire or standing in flames, an [[Incendiary]] explosion &#039;&#039;anywhere else on the map&#039;&#039; will do a small amount of damage to it, even if you just shoot an IC round at a random patch of ground. &lt;br /&gt;
&lt;br /&gt;
Similarly, if a unit (friendly units only) is standing in smoke when an incendiary explodes, it will take stun damage. This makes the combination of incendiary munitions and smoke quite hazardous until such time as all troops are armored.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;There is a [[Talk:Incendiary#Incendiary_Bug|working hypothesis]] for&amp;lt;/s&amp;gt; The cause of this bug is that each and every Incendiary explosion triggers the &amp;quot;Smoke and Fire&amp;quot; routine: applying fire damage, applying stun damage from smoke, calculating fire and smoke spreading, and &amp;quot;catch on fire&amp;quot; checks for units in fire.  &lt;br /&gt;
&lt;br /&gt;
Note that X-Com units wearing any kind of armor are immune to fire damage and IC-induced stun damage. Xcom HWPs are immune to stun, but take 40% damage from Incendiaries and WILL get killed quite efficiently by funky fire.&lt;br /&gt;
&lt;br /&gt;
===Tanks have full ammo during Base Defence===&lt;br /&gt;
HWPs in Enemy Unknown/UFO Defense and SWS in Terror From the Deep will always have full ammunition during a Base Defence mission even if there is not enough ammunition in storage to have them fully armed. &lt;br /&gt;
&lt;br /&gt;
This occurs because tanks are always initialised with full ammunition when they are spawned in the battlescape. However, the game does not make the necessary adjustments to their ammunition supplies and leaves them fully armed. Any ammunition that was in storage will be consumed normally. &lt;br /&gt;
&lt;br /&gt;
After the battle, any left over ammunition will be recovered and added to stores. If a base is regularly attacked, this can be [[ExploitsA#Free_Ammo_for_Tanks|exploited]] to create large amounts of ammo for free by sending away all of the ammunition to another base after each battle (particularly for Hovertanks/Launcher and Displacers/P.W.T., since their ammunition must otherwise be manufactured from alien materials).&lt;br /&gt;
&lt;br /&gt;
Note that this bug will arm a [[Coelacanth/Gauss]] in Terror From the Deep, but you will not recover any ammunition from it due to its own specific arming bug.&lt;br /&gt;
&lt;br /&gt;
=== Collectors Edition Blaster Bomb Bug ===&lt;br /&gt;
&lt;br /&gt;
Also known as Vertical Waypoint Blaster Bomb Bug. &lt;br /&gt;
&lt;br /&gt;
In the Collectors Edition of UFO, the [[Blaster Launcher]] has a bug that prevents it from going up or down on the same tile. Or in other words, you cannot change the elevation of the missile vertically on the same tile. &lt;br /&gt;
&lt;br /&gt;
Instead of flying down (or up) to the next waypoint, it will instead fly directly to the south at the pivot waypoint. Relative to the screen, this would be the lower left side of the screen. &lt;br /&gt;
&lt;br /&gt;
This does not happen if you plot the waypoints at an angle. Or, if the blaster bomb flies right off the map, it will reappear at the proper waypoint as long as  there are additional waypoints placed after the vertical move. The bug makes it impossible to fire Blaster Bombs up or down elevator shafts. Aliens are also affected by this bug. &lt;br /&gt;
&lt;br /&gt;
The Blaster Bomb bug in turn permits the [[Tactical Exploits#Milking Alien Bases|Elevator Shielding - Base Milking Exploit]], which provides unlimited risk-free experience and ultra-low-risk booty, so fixing it is a Good Thing. Base Milking in general is a legitimate tactic, but doing Base Milking risk-free via the Elevator Shielding is just an exploit.&lt;br /&gt;
&lt;br /&gt;
This bug also applies to the [[Disruptor Pulse Launcher]] in TFTD.&lt;br /&gt;
&lt;br /&gt;
===Blaster Launcher Dud Shells Bug===&lt;br /&gt;
&lt;br /&gt;
Shots which have only one waypoint, or explode before reaching their first waypoint, leave the Blaster Launcher showing 0 rounds, but still containing a dud shell which must be unloaded before the launcher can be reloaded. On earlier versions of the game (pre-Win CE) this also happens with reaction fire, and with 1-waypoint shots that fly off the map. &lt;br /&gt;
&lt;br /&gt;
=== The trouble with Mines in General === &lt;br /&gt;
&lt;br /&gt;
Proximity mines are strangely implemented in UFO and TFTD. While they behave as you would expect them to half of the time, the mines do not behave like conventional weapons. &lt;br /&gt;
&lt;br /&gt;
First, experience attribution is awarded to the person that sets off the mine. &lt;br /&gt;
&lt;br /&gt;
Secondly, the armed states for [[Proximity Grenade]]s in both UFO and TFTD are NOT stored in save games. If a proximity grenade is primed, then the game is saved and reloaded, the grenade will not only not go off as it should, but the &amp;quot;Prime Grenade&amp;quot; action will still be absent, so it&#039;s impossible to re-arm it.&lt;br /&gt;
&lt;br /&gt;
=== Grenade Timer Behaviour === &lt;br /&gt;
&lt;br /&gt;
A primed explosive (Grenade, High Explosive, Alien Grenade) will not explode if it&#039;s still in your inventory (hand, belt etc) when the timer runs out. It will only detonate when it&#039;s on the ground. If your soldier falls unconscious or gets killed, the primed explosive will be counted as being on the ground. Then it will blow up, likely taking out your gear and body. This &#039;feature&#039; allows for the hot potato or [[Grenade Relay]] strategy which is fairly unique to X-COM where a live grenade well past its use-by date can be passed from squad member to squad member. &lt;br /&gt;
&lt;br /&gt;
For a more a detailed explanation on detonation conditions, see [[Understanding Grenades]].&lt;br /&gt;
&lt;br /&gt;
=== Mountain Map ===&lt;br /&gt;
Due to a bug in the way this tileset was created, when you shoot the ground, it doesn&#039;t burn up - it turns into a tree stump.&lt;br /&gt;
&lt;br /&gt;
Because the stump is on object, as opposed to actual ground, any objects that were in the tile already (for example, UFO hulls or the landing gear of your craft) get replaced by these stumps, making it seem as if they were destroyed.&lt;br /&gt;
&lt;br /&gt;
Tree stumps don&#039;t take much damage, so they often get burnt up immediately if an explosive goes off, leaving nothing but burnt ground behind. It is easier to view the effects of this bug by shooting the ground instead.&lt;br /&gt;
&lt;br /&gt;
For more details, see [[Explosions#Mile-High_Madness|Mountain Madness]].&lt;br /&gt;
&lt;br /&gt;
=== What just exploded? ===&lt;br /&gt;
In some versions of the game, a bug allows an armed proximity mine to transfer its properties to some other item in the next mission, which then may explode unexpectedly.  (If the item is left on the floor of the XCOM craft, it will explode as you walk past it.)  This problem can be rectified by reloading the game -- as a precaution, save before you move your first soldier.&lt;br /&gt;
&lt;br /&gt;
=== Door jam ===&lt;br /&gt;
If a door is open when a game is saved on the Battlescape and that game is subsequently restored, the door will remain open for the remainder of that mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MIA Bugs ===&lt;br /&gt;
&lt;br /&gt;
The routine which checks whether units are &amp;quot;Missing in Action&amp;quot; or not has several bugs in it. Specifically:&lt;br /&gt;
&lt;br /&gt;
* Soldiers that have been [[Psionics|mind-controlled]] and not yet returned to X-Com control (whether by mind-control on the final turn, or because they were stunned while mind-controlled and haven&#039;t woken up yet) will be listed as MIA and permanently lost.&lt;br /&gt;
&lt;br /&gt;
* If you abort a mission while aliens are under X-COM mind-control, you will be penalised for any mind-controlled aliens outside the exit area as though they were MIA (-20 points each). In PlayStation versions of the game, this does not occur as all mind-controlled aliens at mission end are considered captured.&lt;br /&gt;
&lt;br /&gt;
* The only action which resets the location of unconscious soldiers, for the purposes of the MIA algorithm, is &#039;&#039;&#039;dropping&#039;&#039;&#039;. As such, soldiers carried or thrown back into the dropship and not subsequently dropped inside will be listed as MIA and permanently lost, while soldiers stunned or dropped inside the dropship and carried or thrown outside will be recovered safely.&lt;br /&gt;
&lt;br /&gt;
===20 Proximity Grenade Limit===&lt;br /&gt;
&lt;br /&gt;
The array used to denote armed [[Proximity Grenade]]s is limited to 20 entries, meaning you are limited to 20 active mines at a time.  The 21st and subsequent Proximity grenades can be primed like normal and will give appropriate messages, but they will not detonate even when the normal trigger conditions are met.  Note that Proximity Mines that have detonated or otherwise been destroyed are removed from the array, freeing up positions; the limit is 20 ACTIVE Proximity Grenades at one time.  In normal gameplay, this is probably not a restriction, in light of the [[Known_Bugs#80-Item_Limit|80 Item Limit]], since you&#039;d need to have more than 1/4th of the cargo space in the dropship filled with Proximity Grenades.&lt;br /&gt;
&lt;br /&gt;
===Base Defence Elerium bug===&lt;br /&gt;
&lt;br /&gt;
On DOS versions of UFO Defense, Elerium pods may spawn as items from the base stockpile during a Base Defence bug.  Each pod represents 50 units of Elerium and will be normally collected after the mission, same as any other item such as Heavy Lasers or Blaster Bombs. HOWEVER. The program will potentially generate 1 elerium POD for every 1 UNIT of elerium in your inventory. Thus, if you had only 10 lasers and 50 Elerium listed in your Sell screen, you would see 10 lasers and 50 Elerium Crystals in your Soldier Equip Screen, which would translate to 50 Elerium pods and 10 lasers scattered around your base. This equals 2500 Elerium, BTW. You basically have the potential to multiply your elerium stocks by 50.&lt;br /&gt;
&lt;br /&gt;
===Berserk HWP crashes the game===&lt;br /&gt;
&lt;br /&gt;
Admittedly, this is unlikely to arise under normal play. But, anyhow, your HWPs can only lose morale by killing friendly units. Not much for each unit killed, either. Anyhow, a berserk HWP will crash the game. (except for the Hovertank/Launcher, which does not fire when it goes berserk.)&lt;br /&gt;
Likewise, if you MC a cyberdisc or Sectopod and have it kills lots of aliens, it&#039;ll go berserk and crash the game. The error happens because of an oversight from the developers: the built-in weapons of HWP are handled differently from handed weapons, no OBDATA.DAT entries exist for them. The berserk code will try to access the nonexistent entry, resulting in a crash. The Celatid has yet to be tested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The part about HWPs only losing morale by blue-on-blue isn&#039;t true: I had a rocket tank go berserk on me in a terror mission when a floater blew up my whole force with a single grenade in the first alien turn. The game crashed alright; I have the CE version with UFOextender.--[[User:Amitakartok|amitakartok]] 08:24, 11 January 2012 (EST)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Unless my memory is playing tricks on me, I clearly remember an very bizarre incident like yours but where the rocket HWP panicked (all other X-COM units had just been killed) but the game didn&#039;t crash (I play the DOS version) and the tank shot all its rockets randomly until it ran out of ammo. I remember that its TU numbers being while firing showed 255 TUs or some other impossible value (I hadn&#039;t done any manual edits). I don&#039;t remember if it crashed at the end but it did fire!&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
::&#039;&#039;And this reminds me of yet another panicked HWP incident but involving a Cannon HWP. I was expecting it to waste all its ammo (based on my previous experience) but it only fired a few shots and the TU level didn&#039;t went up crazy.&#039;&#039; [[User:Hobbes|Hobbes]] 10:47, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
===Limited Unit Slots - Battlescape Crash===&lt;br /&gt;
&lt;br /&gt;
This tends to arise during Base Defence Missions. The game is was designed to be limited to 40 soldiers/hovertanks and XXXX aliens for a total of XXXX . Having a full complement of soldiers during a Superhuman difficulty base defence will max out these limits. Thus when either side starts playing around with mind control too much, something goes wrong causing the entire game to crash.&lt;br /&gt;
It might also be something to do with maximum items on the battlescape.&lt;br /&gt;
In any case, the workaround seems to be killing aliens and destroying items on the battlescape... doesn&#039;t always work, but it seems to help.&lt;br /&gt;
You might want to make several in-battle saves for these situations, even if you normally play Ironman mode.&lt;br /&gt;
&lt;br /&gt;
===Left arm fatal wound instead of torso (energy penalty)===&lt;br /&gt;
&lt;br /&gt;
According to UFO Defence [http://cdn.steampowered.com/Manuals/7760/x-com%20ufo%20defense%20manual.pdf manual], torso fatal wounds affect energy replenish rate, which is logical. But in the game fatal wounds of the &#039;&#039;&#039;left arm&#039;&#039;&#039; affect energy replenish rate, &#039;&#039;&#039;not the torso&#039;&#039;&#039;. Which is an obvious coding bug (though not a fatal one).&lt;br /&gt;
&lt;br /&gt;
===Invisible Chryssalids===&lt;br /&gt;
&lt;br /&gt;
After reloading a saved game with a mission where zombies are present, the resulting Chryssalids might be invisible.  This only happens when zombies are present but all Chryssalids are either dead or KO.  This issues occurs because the load-game routine only loads graphics files for active units.  When the chryssalids&#039; files are loaded, the game also loads the files for zombies but this is not true in reverse.  [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
===Displayed Firing Accuracy penalties from Health loss===&lt;br /&gt;
&lt;br /&gt;
When one clicks on a wounded unit and examines its stat display, the unit&#039;s Firing Accuracy is shown to be lowered from its original value to (Original value * remaining health / total health). This is inaccurate; the actual effect is a much milder (Original value * (0.75 + 0.25 * remaining health / total health)). The displayed percentage accuracies when selecting a shot type are, however, correct.&lt;br /&gt;
&lt;br /&gt;
== Character Inventory Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Alien Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; When examining an Alien&#039;s inventory (via an Exploit), you will see that sometimes the alien will stack multiple items of equipment on the same slot - its right leg. It&#039;s not always obvious that there are multiple objects in the slot until you &#039;pick up&#039; the first object and can see other objects still in the slot. &lt;br /&gt;
Before you remove an item from the Alien&#039;s right leg, make sure you have enough time units to place it somewhere else. If you run out of time units, you will likely have to force a quit and cannot save your game. It &#039;&#039;&#039;may&#039;&#039;&#039; be possible to move the item to the left leg slot for 0 TUs, &#039;&#039;&#039;if&#039;&#039;&#039; the item will fit in that slot. If not, you will have to terminate the game. (Press ALT-TAB to get to any other window, then CTRL-ALT-DEL to bring up Task Manager, and then terminate the process that corresponds to the game).&lt;br /&gt;
&lt;br /&gt;
=== Item-stacking Bug ===&lt;br /&gt;
It is possible to put more than one item in a given spot.  When an item is stacked with a [[Stun Rod]], this can make it possible for X-COM soldiers to perform &amp;quot;melee&amp;quot; attacks.  See [[Item Stacking Bug]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Carrying Unconscious Units===&lt;br /&gt;
If one of your soldiers is carrying an unconscious unit in their hands and the unit either wakes up from stun or dies, they will be removed from the Inventory display, but will still appear to be in the carrying soldier&#039;s hands in the Battlescape.  Clicking on the phantom body in the Battlescape will crash the game!&lt;br /&gt;
This error can be easily cleared by switching to the Inventory screen and moving another item into the hand that used to be carrying the body.  Even swapping the gun to the other hand will do.  Refer to : [[Unconscious#Bug|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
===Disappearing Ammo===&lt;br /&gt;
Partially-used clips in alien or X-COM weapons disappear at the end of a mission. This dictates that you should try to use clips that are not full.  However, in DOS versions of the game, you can unload used clips to recover them as full clips with the tradeoff of all loaded clips (used or otherwise) will count as spent and disappear (this shouldn&#039;t seem to be a problem, until you start using blasters and will find that you&#039;re running out of ammo fast).  You can also use [[XcomUtil]] to recover partially used clips.  [[UFOextender]] will count up all the individual rounds of ammo present and repackage them into full clips at the end of a mission, so only the leftover ammo that cannot make a full clip is discarded. Even when used clips are discarded, you will still get credit ([[Scoring|score]]) at the end of missions for recovering them. &lt;br /&gt;
&lt;br /&gt;
When aborting a mission, any full clips loaded in any alien weapons brought back to the transport/access lift will not be recovered unless the clips are unloaded first. This includes [[Blaster Bomb]]s and [[Stun Bomb]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ammo Weight Bugs ===&lt;br /&gt;
&lt;br /&gt;
In general, the game engine handles the weight allocation of ammo/clips &#039;&#039;&#039;loaded into weapons&#039;&#039;&#039; very badly. There was a good design to handle ammo weight, but it was not properly implemented. As a result there is a set of bugs relating to ammo/clip weight and encumbrance that share overlapping causes and effects.&lt;br /&gt;
&lt;br /&gt;
==== Equip Phase Ammo Load Error ====&lt;br /&gt;
&lt;br /&gt;
The game routine for placing ammo into weapons at the beginning of the equip phase does not correctly set all object and unit values. It should set the ammo as loaded into the weapon, the weapon as being held by the soldier, and the map position of the weapon and the ammo as the same as the soldier. Looks like it does not do one or more of these things. Whatever values the game doesn&#039;t set, do get set if you manually load or reload the weapon, either during the equip phase, or during the game. &lt;br /&gt;
&lt;br /&gt;
Specifically, the game&#039;s auto-equip functions at the beginning of the equip phase fail to set offset 0x04 of the [[OBPOS.DAT]] record to point to the soldier who owns the ammo. These functions leave the value = 0xff, which implies &amp;quot;on the ground&amp;quot;. They also leave the ammo location as being the equipment pile, rather than the location of the soldier. The other values are set correctly. Manually loading ammo into a weapon, during the equip phase or during combat, correctly sets all values. The ownership points to the soldier and the location to the soldier&#039;s location. &lt;br /&gt;
&lt;br /&gt;
This bug is the cause of [[Known_Bugs#Weightless_Loaded_Ammo|Weightless Loaded Ammo]]. Probably the only other impact of this bug is that XComUtil can&#039;t detect the fact that the ammo is loaded into the weapon, for the purpose of AutoCombat. It might have other subtle effects on any utilities that deal with equipping soldiers. &lt;br /&gt;
&lt;br /&gt;
====Weightless Loaded Ammo====&lt;br /&gt;
&lt;br /&gt;
Ammo that is automatically pre-loaded into a weapon at the start of the Equip Phase of a mission does not initially count towards any soldier&#039;s carried weight (Encumbrance). If the weapon is subsequently unloaded during the Equip Phase or later in the mission, the soldier&#039;s encumbrance will &#039;&#039;increase&#039;&#039;.  This will probably only be noticed if the unloaded clip was not discarded (e.g. because it was not fully empty). This is due to a bug in the game&#039;s original weight calculation routine that was uncovered (but not caused) by Seb76&#039;s inventory screen improvements.&lt;br /&gt;
&lt;br /&gt;
The Weightless Loaded Ammo bug slightly advantages X-Com. It leads to a set of relatively minor exploits. Using this bug, you can get weak soldiers to carry heavy weapons with (usually) a single clip and no TU penalty. For weapons that use multiple ammo types (which auto-equip with AP by preference), by manipulating the overall supply of ammo of different types you can to some extent persuade the auto equip algorithm to load your preferred ammo type for these weaker soldiers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:51, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Displaced Ammo Weight ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guidance: Apart from weapons pre-loaded by the game, be sure to unload any weapons before dropping them. Drop, pick up and transfer ammo only when it is not loaded into a weapon.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dropped ammo clips that are still loaded into dropped weapons are not un-assigned from the unit carrying them. The weight of the ammo / clips continues to count against the unit&#039;s [[Time Units#Encumbrance|Encumbrance]] as &#039;displaced weight&#039; that can&#039;t be removed by ordinary means. This is an original game bug that only becomes apparent when using mods that display the unit&#039;s current encumbrance. The effect continues until the ammo is unloaded (either by the original holder picking up the weapon again and unloading it, or someone else picking it up and unloading it). Once the ammo is unloaded, its weight is applied to the actual current holder, only, and is released from the original holder. &lt;br /&gt;
&lt;br /&gt;
This bug also applies during the Equip Phase, if one soldier loads a weapon, drops it, and another soldier picks it up. &lt;br /&gt;
&lt;br /&gt;
In some senses this bug is the opposite of the Weightless Ammo Bug, and each bug has probably tended to obscure the effects of the other. For example, clips affected by the Weightless Ammo Bug (clips automatically loaded by the game) are not so obviously affected by this bug, since their displaced weight is &#039;carried&#039; by the Equipment Pile rather than any specific Soldier. (In another sense, this is the same bug, with the weight displaced to the Equipment Pile rather than to another soldier.)&lt;br /&gt;
&lt;br /&gt;
See [[User_talk:Seb76#Inventory_screen_ammo_weight_bug|this discussion]] for more information on this bug.&lt;br /&gt;
&lt;br /&gt;
==== Ammo Weight Exploits ====&lt;br /&gt;
&lt;br /&gt;
As noted above, Weightless Ammo is, in itself, a minor exploit, since it provides some extra penalty-free carrying capacity in combat. &lt;br /&gt;
&lt;br /&gt;
On the face of it, the Displaced Weight Bug is not an exploit, since for every decrease in weight on one soldier there is a corresponding increase in weight on another soldier. However the Displaced Weight bug could potentially be exploited by having one soldier first load and then drop a lot of weapons, and then move away from the resulting pile to allow others to pick up. This would create a reserve of weapons where all the ammo weight was being &#039;carried&#039; by this &amp;quot;weight sink&amp;quot; soldier, freeing up encumbrance for other soldiers. For example, all recon and front line soldiers required to be mobile could get reduced weight, at the expense of a single soldier having extremely reduced mobility/TUs. However, as the game&#039;s auto equip routines already load all initial weapons with weightless ammo, this would only be useful after combat had been progressing for some time, for reloads rather than initial loads, and it would require the squad to regroup around this &amp;quot;sink&amp;quot;, or ferry weapons to/from the &amp;quot;sink&amp;quot;. It might be most useful with Rocket Launchers (high weight, high ammo weight, one round before reload).&lt;br /&gt;
&lt;br /&gt;
== Storage and Transfer Bugs ==&lt;br /&gt;
&lt;br /&gt;
===Sticky Craft Transfer Fee glitch===&lt;br /&gt;
As pointed out by [[User:Zombie|Zombie]] and [[User:Danial|Danial]], transferring any craft causes &#039;&#039;&#039;&#039;&#039;all subsequent transfers to have that cost added to it&#039;&#039;&#039;&#039;&#039;, for as long as the craft is in transit. Additional craft in transit will add additional fees. (This has also been called the Exponential Transfer Fee bug, although it&#039;s actually additive, not exponential.)&lt;br /&gt;
&lt;br /&gt;
Example (all numbers are only approximations):&lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of pistol transfer (&amp;amp;harr; = to or from)&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA       80&lt;br /&gt;
 EU  &amp;amp;harr; Asia      100&lt;br /&gt;
 USA &amp;amp;harr; Asia      120&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of craft transfer&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1600               &#039;&#039;Notice how transfer fees always work as relative percents,&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2000               &#039;&#039;probably on a distance-based formula&lt;br /&gt;
 USA &amp;amp;harr; Asia     2400&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost to transfer &#039;&#039;&#039;pistol&#039;&#039;&#039;, after transferring craft from EU to Asia for $2000&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1680   (80+1600)&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2100  (100+2000)&lt;br /&gt;
 USA &amp;amp;harr; Asia     2520  (120+2400)&lt;br /&gt;
&lt;br /&gt;
The cost of the craft transfer &amp;quot;sticks&amp;quot; to &#039;&#039;&#039;all&#039;&#039;&#039; subsequent transfers, until the craft arrives - although it acts on a proportionate basis, which is probably distance related.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this cost is &#039;&#039;&#039;additive&#039;&#039;&#039;. That is to say, if you transferred a second craft from EU to Asia while the first was still in transit, it would cost $4000 ($2000 plus $2000 - it too suffers from the glitch!), it would then cost e.g. $4100 to transfer a pistol from EU to Asia. Having even more craft in transit would add even more fees.&lt;br /&gt;
&lt;br /&gt;
This only appears to happen with aircraft, although it does happen for them all. So try to transfer aircraft individually, and not transfer anything else while you do - assuming you aren&#039;t awash in money. (The bug will cost you in the low thousands of dollars per craft being transferred.)&lt;br /&gt;
&lt;br /&gt;
A related problem is that, if you are in the Transfer screen, start to transfer a craft, and then cancel because you remembered you wanted to send something else first - if you then try to Transfer something on that same screen, &#039;&#039;it will still get the sticky craft fee added&#039;&#039;. Try it and see. You have to back up out to the main Base screen and hit Transfer again, to get rid of the sticky fee from a canceled craft transfer.&lt;br /&gt;
&lt;br /&gt;
===Fuel dump on transfer===&lt;br /&gt;
Transferring a craft with 100% fuel will dump it somewhere along the way. &lt;br /&gt;
When it arrives at its destination, its fuel gauge will read empty (ie: 0% FUEL), but it will be listed as ready. If you launch your craft for a mission (any mission will do) its fuel gauge will still read empty. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This can be [[ExploitsA#Infinite_Fuel|exploited]], but it is very annoying if you want to quickly turn around a troop transport for another mission. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can force a refuel by sending out the craft and immediately recalling it back to base.&lt;br /&gt;
:The zero fuel on arrival is not really a bug. The designers intended for this to happen.  The actual bug is that the planes&#039;s state is not changed from &amp;quot;ready&amp;quot; to &amp;quot;refueling&amp;quot; when it arrives.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 07:15, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Transfer Limit cash eater===&lt;br /&gt;
Only 100 items can be in transit at a time. (Here, a transfer of e.g. 200 Elerium counts as one &amp;quot;item&amp;quot;. Also, all soldiers are counted individually.) If you go over the limit, you will get a warning that there is no more transport capacity. If you STILL try to transport something after getting the warning, the item will stay where it is, but the transportation cost still gets deducted. Bad if you&#039;re shuffling expensive aircraft. The extra cost isn&#039;t that bad. Recovering just one alien weapon will likely cover the money you will lose to this bug over the course of a game.&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;80%&amp;quot; align = &amp;quot;center&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| Tip&lt;br /&gt;
|-&lt;br /&gt;
| To Clarify what constitutes an item in the transfer screen, think of them as batches of X amount. For example, if you transfer 200 alien alloys now, and then decide to transfer another 50 alloys later, this will count as two items in transit. Now, when you look at your transfers, you&#039;ll now have two items. Two batches of alien alloys, one with 200 units and the other with 50 units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfer crash ===&lt;br /&gt;
If you transfer something to another base the game crashes right after acknowledging the transfer price.&lt;br /&gt;
&lt;br /&gt;
Solution: Start UFO, select English language, finish your transfer, save game, restart with your normal language settings (http://www.xcomufo.com/x1faq.html)&lt;br /&gt;
&lt;br /&gt;
===Storage Limit===&lt;br /&gt;
You can not store more than 9,999 of any one item in the general stores at a specific base at one time.  However, this will likely only happen with [[Alien Alloys]] or [[Elerium-115]].  &lt;br /&gt;
Still, consider yourself warned.  If you&#039;re coming close to the limit, consider transferring the extra to other bases or even selling it, as any extra collected beyond the limit will &#039;disappear&#039; and be wasted.&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits===&lt;br /&gt;
&lt;br /&gt;
The storage capacity of a base is normally limited by the capacity of the General Stores. However this can be exceeded in a number of ways:&lt;br /&gt;
&lt;br /&gt;
* By exploiting some of the Base Storage Anomalies (see below)&lt;br /&gt;
* By storing surplus equipment in transport aircraft (up to the 80 item limit). Note that if both the aircraft and the base are full, you can no longer move equipment between the aircraft and base (in either direction). &lt;br /&gt;
* Anything manufactured at the base will be stored there regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
* Anything captured on a mission by an aircraft operating from the base will be stored at the base, regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
&lt;br /&gt;
These could perhaps be considered minor exploits.&lt;br /&gt;
&lt;br /&gt;
===Base Storage Anomalies===&lt;br /&gt;
&lt;br /&gt;
There are some quirks in how the game calculates, and displays, base storage capacity used and available. These quirks are not all consistent with each other, which leads to some strange behaviour. A typical example would be moving a set of items out of Stores, immediately trying to put the exact same set of items back into Stores, and this failing due to &amp;quot;insufficient space&amp;quot;. A more detailed discussion is in [[Talk:Base Stores#Base Stores Anomalies]].&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits when Transferring Craft===&lt;br /&gt;
&lt;br /&gt;
Usually you can&#039;t transfer crafts to bases without capacity for them as you&#039;ll get an error when you press the Up arrow. However, if you press the Down arrow when the craft quantity is already at 0, the game will still think you&#039;re removing crafts from the destination base and &amp;quot;add capacity&amp;quot;, so you can then press the Up arrow again to transfer the crafts without error. This doesn&#039;t work with other transferable items.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve broken the limit once, you don&#039;t need to do this trick anymore as the error won&#039;t show up again (the game probably doesn&#039;t check for negative capacity). You can also exceed storage and personnel capacity this way, as Transport Crafts will carry their contents over. For example, if you press the Down arrow on a Skyranger with 14 soldiers, the game will &amp;quot;add capacity&amp;quot; for 1 craft and 14 personnel on the destination base.&lt;br /&gt;
&lt;br /&gt;
You can also orphan crafts this way by removing a base with crafts but no hangars, which can cause all sorts of weird behavior.&lt;br /&gt;
&lt;br /&gt;
== Soldier Limits and Recruiting Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Soldier Recruiting Bugs ===&lt;br /&gt;
&lt;br /&gt;
Also there are 3 bugs related to recruiting soldiers: &lt;br /&gt;
&lt;br /&gt;
* You still get charged for Soldiers you try to purchase above the No More Soldiers limit.&lt;br /&gt;
* The error message that appears when you hire too many soldiers must be dismissed (click OK) once for each soldier over the limit, i.e. up to 255 times. &lt;br /&gt;
* You get also charged for Soldiers you try to purchase above the Transfer Limit (100 at a time).&lt;br /&gt;
&lt;br /&gt;
== Manufacturing and Research Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Zero Unit Manufacturing Exploit ===&lt;br /&gt;
&lt;br /&gt;
If you start a manufacturing project with zero items to build, close the screen, and then go back to assign staff and a non-zero build amount later, the first item is built for free. If you only build one item at a time, you can build them all for free. Obviously, this is cheating. It&#039;s also a bit tedious. It might be excusable if you&#039;re really short of money.&lt;br /&gt;
&lt;br /&gt;
=== Research Rollover ===&lt;br /&gt;
&lt;br /&gt;
At midnight, research projects are checked for completion in the order shown on your Projects screen (which is the same order as for picking new Projects, for [[RESEARCH.DAT]], etc.). But X-COM does not track the effort of individual scientists, so when a project ends, its scientists can be re-assigned before the game checks the next project.&lt;br /&gt;
&lt;br /&gt;
The upshot is that you can re-use scientists from completed projects as long as you put them on projects (existing or new) that are [[RESEARCH.DAT|farther down the list]] than the one that just finished. And if you assign more scientists than projects need, you can finish multiple projects immediately! &lt;br /&gt;
&lt;br /&gt;
To best use this exploit:&lt;br /&gt;
*If projects (new or existing) have equal priority to you, start new scientists at the top of your list (the [[RESEARCH.DAT|lowest-numbered]] project) and work them &amp;quot;down&amp;quot; from there. This minimizes the number of times that scientists wind up at the end of the project list (where you can&#039;t exploit them).&lt;br /&gt;
*It works especially well later in the game if you have a full complement of scientists (practical limit of 250 at a base) and apply them to the many &amp;quot;fluff&amp;quot; alien, corpse, and alien-room projects that [[Research_Technical_Details#Research_Time|average less than 250 research days]]. You might finish a lot at once.&lt;br /&gt;
*If using it, you don&#039;t have to worry about &amp;quot;wasted&amp;quot; research effort due to allocating too many scientists to a project on its last day. Unless you&#039;re at the end of the project list, wasted scientists can be re-used, too - sometimes many times.&lt;br /&gt;
&lt;br /&gt;
=== Overcrowded Engineers And Scientists ===&lt;br /&gt;
In the Dos version (probably the others as well) if you hire more than 255 engineers in a single base, the number of engineers in the base will read a negative number once the 257th  engineer arrives. Any Engineers engaged in projects will continue to work on them, but if you cancel the project you will lose engineers until you have lost 255 of them. &lt;br /&gt;
This bug also affects scientists. It may be exploitable to pay a negative salary at the end of the month.&lt;br /&gt;
&lt;br /&gt;
If you hire exactly 256 scientists or engineers, the total rolls over to zero. You pay zero salaries, and the resulting free Manufacturing / Research is limited only by the capacity of your Factories / Laboratories. Also works in TFTD.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: you need to make sure that not all of their projects finish at the same time.&lt;br /&gt;
Otherwise, you would be stuck with 0 &#039;available&#039; workers/scientists, i.e. unable to assign them to a new project.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Limit Bug===&lt;br /&gt;
The number of hours remaining on a [[Manufacturing_Profitability#Profit_tables|manufacturing project]] is stored in a two-byte integer.  If you build enough items that the total number of Engineer Hours required for construction is above 65535 hours, it will wrap around to 0 hours and display from there.  Typically this drastically understates the amount of time that will be spent working on the items, but strictly speaking, it only subtracts 65k hours (so a huge project like 120k hours would still show ~55k hours&#039; worth of Engineer time needed).&lt;br /&gt;
&lt;br /&gt;
This bug is not dependent on the number of engineers assigned to the project; it is a function of the number of engineer hours needed.  You will most likely run into it when trying to build 2 Avengers at the same time or when queuing up large orders of items in bulk, such as armor or Laser Cannons.  As a practical example, the number of Avengers needed to trigger the bug is 2.  The number of Laser Cannons is 219.  Toggle back and forth between 218 and 219 laser cannons at the beginning of a project to see the effects.&lt;br /&gt;
&lt;br /&gt;
It is known with certainty that this exists as a display issue - the screen will say you need less time than you should when you go over 65536 Engineer hours. [[User:Arrow Quivershaft|Arrow Quivershaft]] is also sure he&#039;s seen it eat an Avenger... he ordered two but only got one, even though it took the time, and cost the money, for two. He&#039;s tried to replicate this and hasn&#039;t been able to, however. So it clearly is at least a superficial display issue, and may be more than that ... possibly dependent on even something else. In any event, keep an eye on projects with more than 65k Engineer hours (and report back here!)... or just avoid going that high.&lt;br /&gt;
&lt;br /&gt;
== UFOPaedia Errors ==&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapon hit probabilities ===&lt;br /&gt;
&lt;br /&gt;
There is a bug in the in-game UFOPaedia. It mistakenly reads the damage value field when reporting the hit chance for a craft weapon. Hence:&lt;br /&gt;
&lt;br /&gt;
* Cannon shows 10% not 25%&lt;br /&gt;
* Avalanche shows 100% not 80%&lt;br /&gt;
* Laser Cannon shows 70% not 35%&lt;br /&gt;
* Plasma Beam shows 140% not 50%&lt;br /&gt;
* Fusion Ball shows 230% (!!!) not 100%&lt;br /&gt;
&lt;br /&gt;
Possibly the reason this bug was missed during testing is that the first weapon in the data files, Stingray, actually does have Damage equal to its hit probability.&lt;br /&gt;
&lt;br /&gt;
In the CE version, this is the problem piece of code:&lt;br /&gt;
.text 45B2CC: 0F BF 4E 06 &lt;br /&gt;
&lt;br /&gt;
Change the 06 to 04.  The offset may not be correct for everyone but it should be close.  I don&#039;t know the offset in the DOS version.&lt;br /&gt;
[[User:Morgan525|Tycho]] 06:27, 1 April 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapon reload rates ===&lt;br /&gt;
&lt;br /&gt;
From empirical research it looks like the reload rates of craft weapons are not stated correctly in the UFOPaedia. For example, the rates of fire of the Laser Cannon and Plasma Cannon are actually the same as each other, and they are both about six times slower than the regular Cannon (so about 12s) - whereas the UFOPaedia entry gives the reload times (inverse of the rate of fire) as being:&lt;br /&gt;
&lt;br /&gt;
 Cannon       2s&lt;br /&gt;
 Laser Cannon 4s&lt;br /&gt;
 Plasma Beam  6s&lt;br /&gt;
&lt;br /&gt;
Similarly the UFOPaedia shows the Fusion Ball as having 3/5 the rate of fire of a Stingray missile, with the Fusion Ball being slower than an Avalanche missile; but empirically the Fusion Ball and Stingray have the same rate of fire, and so the Fusion Ball is faster than the Avalanche. See the discussion in [[Craft_Combat_Mechanics#Observed_Rates_of_Fire|Craft Combat Mechanics - Observed Rates of Fire]] for more details, but keep in mind recent code digs have clarified the picture from this initial rough approximation. It seems reasonable to assume the actual reload rates are coming from a different part of the executable, different to the locations used  populate these values that are displayed in the UFOPaedia. [[User:Spike|Spike]] 23:25, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Alien Containment size===&lt;br /&gt;
&lt;br /&gt;
The UFOpaedia in-game claims that each [[Alien Containment]] module can hold 10 live aliens. This is not in fact the case; the true limit is 50 aliens in containment among all bases, regardless of how many Alien Containment modules exist (though live aliens can only be stored at bases with Alien Containment). As such, building more Alien Containment modules, or shuffling aliens around between bases, will &#039;&#039;&#039;not&#039;&#039;&#039; free up space; the only way to free up space is to research some of the captured aliens (which removes them from containment).&lt;br /&gt;
&lt;br /&gt;
===Radar detection chances===&lt;br /&gt;
&lt;br /&gt;
The UFOpaedia in-game claims that both Small Radar and Large Radar facilities have a 5% chance of detecting UFOs every 10 minutes. In fact, this is not the case; Small Radar has a 10% chance of detecting UFOs per 30 minutes (less than advertised), while Large Radar has a 20% chance of detecting UFOs per 30 minutes (more than advertised). Note also the [[Known_Bugs#Radar_Stacking|Radar Stacking]] bug.&lt;br /&gt;
&lt;br /&gt;
== Other Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Bug ===&lt;br /&gt;
The DOS version has a problem where no matter what difficulty level you choose, it will revert to &amp;quot;Beginner&amp;quot; level after the first mission. This is caused by one incorrectly set bit in all DOS versions of the game (1.0 through to 1.4). The Collectors Edition Windows port (also commonly known as UFO Gold or CE) does not have this problem. To check your [[Difficulty Levels|Difficulty Level]]:&lt;br /&gt;
*Look at offset 60 in [[IGLOB.DAT]]. (If this file is only 60 bytes long, you&#039;ve got the bug!) &lt;br /&gt;
*Look at [[Alien Stats|statistics for aliens]] in your game with a [[Mind Probe]] or [[Psi-Amp]]&lt;br /&gt;
&lt;br /&gt;
To fix the Difficulty Bug, you can install [[XcomUtil]] and it will repair this bug. Alternately for those familiar with hex editing, you can fix this bug by referring to the appropriate section on the [[GEOSCAPE.EXE#XCOM: UFO Defense DOS Versions, difficulty setting bug | GEOSCAPE.EXE]] article and manually setting the incorrect byte to its proper value. &lt;br /&gt;
&lt;br /&gt;
:[http://tvtropes.org/pmwiki/pmwiki.php/Main/X-COM This TVTropes page] has been known to state that due to the bug, players asked the developers to increase game difficulty. The rumour goes that a new bug was supposedly introduced as a result, where TFTD&#039;s difficulty would reset to Superhuman instead of Beginner. The facts of the matter are that, while the overall difficulty of the game &#039;&#039;was&#039;&#039; increased, TFTD does manage to correctly keep track of which specific mode you&#039;re supposed to be playing in.&lt;br /&gt;
&lt;br /&gt;
=== Chrysallid / Tentaculat Difficulty Bug ===&lt;br /&gt;
&lt;br /&gt;
Stats of Chrysallids or Tentaculats that emerge from Zombies during combat have stats that ignore the difficulty level.&lt;br /&gt;
&lt;br /&gt;
=== Big Text Bug ===&lt;br /&gt;
There are a few bugs in XCOM, especially early versions, that can build up and make the game unstable enough that it crashes and prints out a screen full of green 40-column text, essentially debug or memory dump information useless to you.&lt;br /&gt;
&lt;br /&gt;
You can also forced a crash by pressing CTRL-C at the start of a new game (DOS only). If you don&#039;t have any missions automatically saved within the [[Game_Files#Missdat_Files|MISSDAT]] folder, you will get this big text to appear. Typically it is green for Enemy Unknown, and blue for Terror From The Deep. Other colours have been observed such as pink, purple, brown and yellow.&lt;br /&gt;
&lt;br /&gt;
In the dos version, the text that you see is simply a memory dump in mode-13h (the 320x200x256 colour screen resolution) and the text colour is based off the changes to the palette that the game made.  The batch file coordinating the two main programs [[Geoscape]] and [[Battlescape]] often succeeds in soldiering on after a crash.  In the Windows version of the game, the game simply crashes back to the desktop, unless you&#039;re using the [[XcomUtil]] split executable variant (which uses a batchfile).&lt;br /&gt;
&lt;br /&gt;
Some things which will tend to cause this problem:&lt;br /&gt;
* Overzealous use of Psi&lt;br /&gt;
&lt;br /&gt;
At least some of the instability crashes can be fixed by replacing the DOS/4GW dos extender with a later version from another DOS game. &lt;br /&gt;
&lt;br /&gt;
[http://syndicate.lubie.org/synd/html/synd_patches.php One of these], for example. Link to Syndicate fansite, instructions included.&lt;br /&gt;
&lt;br /&gt;
=== Losing My Favourite Game ===&lt;br /&gt;
&lt;br /&gt;
There is a check whether the &amp;quot;Has X-com received a financial warning?&amp;quot; flag has been raised. If no, a warning is issued and the flag is raised. If yes, then the game ends, and the flag is lowered. HOWEVER, this flag is erronously not connected to any particular savegame, it is global across all savegames. This allows strange results when saving and loading games.&lt;br /&gt;
&lt;br /&gt;
=== Celatid aim bug ===&lt;br /&gt;
&lt;br /&gt;
The Celatid typically misses. User Tycho has identified this is due to a bug that causes the Celatid to aim at the ground, rather than the middle of the target. The bug is being fixed in UFO Extender. The same bug may apply to the same grenade-like weapon routine used in TFTD.&lt;br /&gt;
:The Celatid attack uses the routine for throwing items and it defaults to using the maximum &amp;quot;depth&amp;quot; of a layer. This is usually fine since all other thrown objects that do damage cause explosions so the z-axis is important only for determining the landing point.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 07:24, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Seeing the future&amp;quot; Graph Bug ===&lt;br /&gt;
&lt;br /&gt;
Noticed this in EU CE version, but probably it happens in every other, probably in TFTD too. If, for any case, you have graphs data for months you did not play yet, you will see numbers like 10240, 163780 etc. next to the vertical axis, and graphs will be totally garbled.&lt;br /&gt;
This can be fixed by hex-editing [[ALIEN.DAT]], [[XCOM.DAT]] and [[UIGLOB.DAT]] -- just fill the &#039;future&#039; with zeros.&lt;br /&gt;
&lt;br /&gt;
=== Saving and Loading Oddities ===&lt;br /&gt;
&lt;br /&gt;
It is possible to load an empty save game slot. Doing so will place the player at the beginning stages of the X-COM campaign however their base will be nowhere to be found on the globe. Sending an air craft out of the base will reveal it to be in the middle of the Atlantic ocean. This is due to the game normally asking you to pick your first base location, however loading an empty save slot bypasses the routine causing the base to simply be placed on the globe&#039;s first &amp;quot;graph point&amp;quot; which happens to be in the middle of the atlantic.&lt;br /&gt;
&lt;br /&gt;
Similarly, if you create a new base then select it in the bases menu and then immediately reload to a previous save prior to building it and open the bases menu again you will be greeted with a base screen full of [[Access lift|Access lifts]]. If you look at the base selection bar at the top you will notice the slot the the new base once occupied will be currently selected, though oddly empty. This is caused by the game not actively resetting the &amp;quot;selected base&amp;quot; variable unless the geoscape is restarted (either by quitting or entering a battlescape mission). Access Lifts fill the empty base due to the game not being designed to display a completely empty base grid and because they are the &amp;quot;default&amp;quot; base module type, being the first one that&#039;s always built upon creating a new base.&lt;br /&gt;
&lt;br /&gt;
==Utility bugs==&lt;br /&gt;
&lt;br /&gt;
These are not bugs in X-Com itself, but in utilities often used with it. They are included for completeness.&lt;br /&gt;
&lt;br /&gt;
* [[Small window bug]]&lt;br /&gt;
&lt;br /&gt;
=== XComUtil Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
A problem similar to the Alien Inventory Stacking Bug can also occur for X-COM Soldiers, when using XComUtil.  The algorithm used to assign weapons in XComUtil MUST assign all weapons to troops, so if there are more weapons than soldiers, excess weapons are stacked onto the leg slot of the first soldier in the dropship.  This was a deliberate choice by Scott Jones to make this encumbrance obvious to the player.  This can be readily corrected in the &amp;quot;equip soldiers&amp;quot; screen before a mission.  Else, see &amp;quot;Alien Inventory Bug&amp;quot;, above.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
=== [[Known Bugs (TFTD)]] ===&lt;br /&gt;
For bugs that &#039;&#039;&#039;only&#039;&#039;&#039; affect X-COM: Terror From The Deep.&lt;br /&gt;
&lt;br /&gt;
[[Category: Oddities and bugs]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85513</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85513"/>
		<updated>2018-02-20T17:13:08Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* But I Don&amp;#039;t Want Some Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration. [[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]].&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat. &lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops.&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]]&lt;br /&gt;
*Option to fixe a number of bugs in maps, terrain and routes.&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but optionally allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85512</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85512"/>
		<updated>2018-02-20T17:12:16Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* But I Don&amp;#039;t Want Some Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration. [[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]].&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat. &lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops.&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]]&lt;br /&gt;
*Option to fixe a number of bugs in maps, terrain and routes.&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.) BladeFireLight&#039;s [http://www.strategycore.co.uk/files/xcomutil-undo/ XcomUtil Undo] also allows you restore the default ships but also allows you to keep certain alternate ones if you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85511</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=85511"/>
		<updated>2018-02-20T17:04:29Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Troubleshooting FAQ */ Added tip given to me by BB himself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Using XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items added in 9.7.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA soldiers if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration. [[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]].&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat. &lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops.&lt;br /&gt;
*Allows for Skyranger/Triton to carry one [[Craft Armaments]]&lt;br /&gt;
*Option to fixe a number of bugs in maps, terrain and routes.&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup during install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
==XcomUtil + UFO Extender==&lt;br /&gt;
This section will explain how to use XcomUtil with [[Enemy Unknown Extended]] after having downloaded the game via Steam (or getting the game legally from other source). Please understand that this will take some effort unless you have a certain skillset, you should probably read this page and the [[Enemy Unknown Extended]] and google the issue for several hours (or days) before attempting. Particularly the music modification and attempting to use TFTD maps in X-Com via XcomUtil may prove difficult. Keep in mind that the UFO Extender, used in Enemy Unknown Extended, cannot be run in DOSbox (but from a Window&#039;s command prompt), and there are also options to run via Windows or via Steam.&lt;br /&gt;
&lt;br /&gt;
Resources while this section is flushed out:&lt;br /&gt;
http://forums.steampowered.com/forums/showthread.php?t=1358365&amp;amp;page=2&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue.&lt;br /&gt;
&lt;br /&gt;
===The latest version of [[User:Bomb Bloke|BB&#039;s Toolkit]] doesn&#039;t work on 9.6===&lt;br /&gt;
&lt;br /&gt;
Add &amp;lt;code&amp;gt;BBReset.exe&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook0.bat&#039;&#039; (create it if it doesn&#039;t exist) as a new line and add &amp;lt;code&amp;gt;BBReset.exe randomparameter&amp;lt;/code&amp;gt; to &#039;&#039;xcuhook1.bat&#039;&#039; (again create it if it doesn&#039;t exist) as a new line.&lt;br /&gt;
&lt;br /&gt;
Note that compatibility is still not guaranteed.&lt;br /&gt;
&lt;br /&gt;
===I have chosen L under Psionics Screening; Do you want to Always screen or just after the Psionics Lab is researched [A,L]? But it doesn’t work!===&lt;br /&gt;
&lt;br /&gt;
“Ver 9.7 Beta Build 442” You have to rename the file &#039;&#039;&#039;labscrn.xcf&#039;&#039;&#039; in &#039;&#039;&#039;XcomUtil\flags&#039;&#039;&#039; to &#039;&#039;&#039;autoscrn.xcf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Containment_(EU2012)&amp;diff=85131</id>
		<title>Alien Containment (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Containment_(EU2012)&amp;diff=85131"/>
		<updated>2017-07-09T18:56:25Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }}&lt;br /&gt;
[[Image:containmentCenter.jpg|right|200px|The Containment Center with a resident Muton Berserker.]]&lt;br /&gt;
This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Facilities Data Box (EU2012)&lt;br /&gt;
|requires=[[Xeno-Biology (EU2012)|Xeno-Biology]]&lt;br /&gt;
|manpower=N/A&lt;br /&gt;
|costs=§85&lt;br /&gt;
|power=5&lt;br /&gt;
|maintenance=§18 per month&lt;br /&gt;
|build time=7 days&lt;br /&gt;
|provides=see notes&lt;br /&gt;
|adjacency=N/A&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
*An &#039;&#039;&#039;Alien Containment&#039;&#039;&#039; allows the capture of live alien specimens (using the [[Arc Thrower (EU2012)|Arc Thrower]]), opening up the Interrogation research projects.&lt;br /&gt;
*After all alien species have been interrogated, you do not lose anything by deconstructing the Containment facility, so keeping it is a matter of aesthetics: whenever the Base is loaded, any alien species you still have live specimens of (ie: plus interrogation, stun two of every alien to have one live left over) will randomly be inside it in the &amp;quot;ant farm&amp;quot; view.&lt;br /&gt;
*A common misconception from new players is that the &#039;&#039;&#039;Alien Containment&#039;&#039;&#039; counts as a lab. Though it does technically add new research projects to your research department, it does &#039;&#039;not&#039;&#039; offer adjacency bonuses.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GUS_Music_in_Dosbox&amp;diff=85103</id>
		<title>GUS Music in Dosbox</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GUS_Music_in_Dosbox&amp;diff=85103"/>
		<updated>2017-06-27T01:25:29Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Setting up Dosbox with the GUS patches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page explains how to configure the dos versions of UFO/TFTD to play their midi music through Dosbox&#039;s &#039;&#039;Gravis Ultrasound&#039;&#039; emulation. Though not as good as the live orchestra music of the Playstation version, it provides a big improvement in the quality of the music. &lt;br /&gt;
&lt;br /&gt;
For an example of the GUS in action, see: &lt;br /&gt;
&lt;br /&gt;
TFTD&lt;br /&gt;
* http://www.youtube.com/watch?v=GoxbuLeU6FY&lt;br /&gt;
* http://www.youtube.com/watch?v=lQAP-0e8pmc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is GUS? ==&lt;br /&gt;
&lt;br /&gt;
The Gravis Ultra Sound or GUS was a sound card produced by Advanced Gravis Computer Technology, who were best known for their Gravis PC Gamepad. One of the features of the GUS is its ability to use real world sound samples instead of digitally generated instruments. This allows for a richer quality of sound when playing midi sound files. &lt;br /&gt;
&lt;br /&gt;
For more history on this sound card you can refer to the [http://en.wikipedia.org/wiki/Gravis_Ultrasound Gravis Ultrasound] article on Wikipedia. &lt;br /&gt;
&lt;br /&gt;
== Dosbox and GUS ==&lt;br /&gt;
&lt;br /&gt;
Dosbox, which the Dos versions of X-COM [[X-COM|UFO]] and [[TFTD|Terror From the Deep]] depend on to run on modern computers, has the ability to emulate a variety of sound cards, including the Gravis Ultra Sound. &lt;br /&gt;
&lt;br /&gt;
Due to incompatibilities in licenses, Dosbox distributions do not come packaged with GUS patches by default. These need to be installed separately. Without the GUS patches any midi playback through the GUS will usually result in silence. Some Dos games may provide their own sounds patches, however X-COM UFO and TFTD do not. &lt;br /&gt;
&lt;br /&gt;
== Setting up Dosbox with the GUS patches==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;16&amp;quot;&amp;gt;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
You will first need to obtain a copy of the GUS patches to use with Dosbox. Refer to huggybaby2&#039;s Ready-To-Use Ultrasnd folders:&lt;br /&gt;
&lt;br /&gt;
http://www.dosgames.com/forum/about10574.html&lt;br /&gt;
&lt;br /&gt;
The first post will point you to where you can obtain the pre-compiled patches. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For those concerned with the legality of obtaining the patches, the GUS patches are available to download via the Gravis FTP site. The file obtained through the above link has the patches pre-compiled and ready to go. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 2&lt;br /&gt;
|-&lt;br /&gt;
| Unpack the compressed file. Note that is in RAR format. If you are unable to unpack this format, you may want to obtain a file compression utility that supports RAR archives such as [http://sourceforge.net/projects/sevenzip/?source=pdlp 7-Zip] or [http://unarchiver.c3.cx/unarchiver The Unarchiver].  &lt;br /&gt;
&lt;br /&gt;
Once the file is unpacked you will get two folders:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;ULTRASND411&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;ULTRASNDPPL161&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are two sets of GUS patches. Pick one to use. &lt;br /&gt;
&lt;br /&gt;
The main difference between the patches is in how some instruments sound. You may want to experiment with the two patches and find the one that you think sounds best. ULTRASND411 is the stock patch and may prove to be more stable. Also note that PPL has issues with some notes looping when they aren&#039;t soppost to; a fix for this can be found [http://www.vogons.org/download/file.php?id=6106 here] (direct link). An example of the patches differences can be observed in [http://www.youtube.com/watch?v=0CUHiIURR3g this] video.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional:&#039;&#039;&#039; Rename the folder of the patch you want to use to &#039;&#039;&#039;ULTRASND&#039;&#039;&#039;. This will allow easy swapping between the two patches by just renaming the folders rather than having to edit the Dosbox .conf file each time. &lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 3&lt;br /&gt;
|-&lt;br /&gt;
| Store these two folders somewhere easy to access. &lt;br /&gt;
&lt;br /&gt;
* The easiest solution is to use the same folder that Dosbox will be mounting as its virtual C: drive. This could either be a combined folder where all your Dos games are stored, such as DOSGAMES\, or in the game folder itself. Note that if you store the patches in the game folder that you will want to make copies of the patches for each game. &lt;br /&gt;
&lt;br /&gt;
* If stored outside of the virtual C: drive, you will have to instruct Dosbox to mount a new virtual drive just for them. This can be achieved by altering the Dosbox .conf file and adding a &#039;&#039;&#039;mount&#039;&#039;&#039; command in the &amp;lt;nowiki&amp;gt;[autoexec]&amp;lt;/nowiki&amp;gt; section to create a new virtual drive. &lt;br /&gt;
&lt;br /&gt;
For instructions on how to do this, refer to the Dosbox documentation or the [http://www.dosbox.com/wiki/MOUNT MOUNT] article on the official Dosbox wiki. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 4&lt;br /&gt;
|-&lt;br /&gt;
| The next step is to alter Dosbox&#039;s configuration file to enable its GUS support. &lt;br /&gt;
&lt;br /&gt;
For a normal Dosbox configuration you can directly edit the main Dosbox .conf file with a text editor. &lt;br /&gt;
&lt;br /&gt;
If you have a version of the game that has is pre-packaged with its own copy of Dosbox, such as the Steam release, you will need to open its respective .conf file. Have a look in the game folder for a Dosbox folder. &lt;br /&gt;
&lt;br /&gt;
In the Dosbox .conf file, go to the &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;[GUS]&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; heading &lt;br /&gt;
&lt;br /&gt;
*Alter the line &#039;&#039;&#039;gus=false&#039;&#039;&#039; to &#039;&#039;&#039;gus=true&#039;&#039;&#039; if it isn&#039;t already set. &lt;br /&gt;
&lt;br /&gt;
*Alter &#039;&#039;&#039;ultradir=C:\ULTRASND&#039;&#039;&#039; to point to the directory or virtual drive where you can find the patches. &lt;br /&gt;
&lt;br /&gt;
Once done, save the file. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TIP:&#039;&#039;&#039; If you use Dosbox through its command line interface, you can also use the &#039;&#039;&#039;SET&#039;&#039;&#039; command to manually set the &#039;&#039;ultradir&#039;&#039; environment variable. This is a quick way to switch between the patches without leaving the Dosbox session.  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setting up UFO/TFTD to use the GUS==&lt;br /&gt;
&lt;br /&gt;
Now that Dosbox is set up to use the GUS, you will now have to set up UFO/TFTD to use it as well. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;16&amp;quot;&amp;gt;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 1&lt;br /&gt;
|-&lt;br /&gt;
| Go to the game directory and run &#039;&#039;&#039;SETUP.EXE&#039;&#039;&#039;. When it loads, you will be asked to configure the sound cards that will play the sound effects and the music. Use the cursor keys and enter to navigate through the options, and the escape key to back out of any screen. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Width =&amp;quot;20%&amp;quot; | [[File:Gus setup1.png]]&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot;| Step 2&lt;br /&gt;
|-&lt;br /&gt;
|The first card you set will be for sound effect output. Typical selections include the &#039;&#039;&#039;Soundblaster&#039;&#039;&#039; (8-bit mono) or &#039;&#039;&#039;Soundblaster Pro/16&#039;&#039;&#039; (16-bit stereo) &lt;br /&gt;
&lt;br /&gt;
You will be asked to set the Port, IRQ and DMA. Dosbox normally uses the following settings:&amp;lt;br&amp;gt;&lt;br /&gt;
::Port:&#039;&#039;&#039;220&#039;&#039;&#039;&lt;br /&gt;
::IRQ : &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
::DMA : &#039;&#039;&#039;1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Alternatively you can also choose the &#039;&#039;&#039;Ultrasound&#039;&#039;&#039; / &#039;&#039;&#039;Gravis Ultrasound&#039;&#039;&#039; for this step, which will not require the above settings. Note however that the sound quality is no better than the SB Pro and &#039;&#039;it will disable the [[Enabling cinematics (TFTD)|animated sequences]] in TFTD&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| [[File:Gus setup2.png]]&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 3&lt;br /&gt;
|- &lt;br /&gt;
|You will be asked to set the max number of channels. This refers to how many sound effects can play at the same time. You can select between 1 and 8 channels. &lt;br /&gt;
&lt;br /&gt;
If you find you get very loud gunshots or screams during the alien turn, try reducing  the channels to 4 or less. The loudness is caused by many instances of the same sound effect being played at the same time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:Gus setup3.png]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 4&lt;br /&gt;
|-&lt;br /&gt;
| When asked to swap your audio, set it to NO unless your sound effects are reversed during the game. &lt;br /&gt;
&lt;br /&gt;
|[[File:Gus setup4.png]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot;| Step 5&lt;br /&gt;
|-&lt;br /&gt;
| Finally you will need to configure the Music Board. Select &#039;&#039;&#039;Ultrasound&#039;&#039;&#039; for UFO or &#039;&#039;&#039;Gravis Ultrasound&#039;&#039;&#039; for TFTD. When you hit enter, the sound setup will close and save your settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:Gus setup5.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the above steps as needed if you need to adjust or revert your sound card settings. Your games will now be configured to use the GUS.&lt;br /&gt;
&lt;br /&gt;
== Running SETUP.EXE through Dosbox == &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SETUP.EXE&#039;&#039;&#039; will very likely not be able to run natively on modern operating systems. To bypass this, you can run it through Dosbox. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command Line&#039;&#039;&#039;: For those that mainly use Dosbox through its command line console, just go to your UFO/TFTD directory and run SETUP directly.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil&#039;&#039;&#039;: For [[XcomUtil]] users, the latest version provides access to the sound setup from its menu when you launch the game with &#039;&#039;&#039;runxcom.bat&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Steam&#039;&#039;&#039; (and similar bundles): For the Steam and similar packages that have the games run through Dosbox transparently will need to make some temporary alterations to the .conf file. The rest of this section explains how to do this. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Open your Dosbox .conf file and go to its &amp;lt;nowiki&amp;gt;[autoexec]&amp;lt;/nowiki&amp;gt; section. &lt;br /&gt;
&lt;br /&gt;
The second-to-last line will typically have the command to launch the game, either &#039;&#039;&#039;ufo&#039;&#039;&#039; or &#039;&#039;&#039;ufo.bat&#039;&#039;&#039; for Enemy Unknown/UFO Defense and &#039;&#039;&#039;terror&#039;&#039;&#039; or &#039;&#039;&#039;terror.com&#039;&#039;&#039; for TFTD. The last line will have &#039;&#039;&#039;Exit&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These lines need to be altered slightly so that the .conf file launches the sound setup or the command line console instead. &lt;br /&gt;
&lt;br /&gt;
Start by adding the word &#039;&#039;&#039;REM&#039;&#039;&#039; in front of the line that launches the game. REM means REMark, it turns the line into a comment and the line will have no effect when Dosbox runs it. &lt;br /&gt;
&lt;br /&gt;
From here, if you would prefer to work from the command line console, REM out the &#039;&#039;&#039;exit&#039;&#039;&#039; as well and save the .conf file. Once you have run the sound setup, go back and edit .conf file again and remove the lines you REM&#039;d out. &lt;br /&gt;
&lt;br /&gt;
If you want to just launch the sound setup directly and bypass the console, REM out the line that runs the game and insert a new line before or after it and and type &#039;&#039;&#039;setup&#039;&#039;&#039;. Now save the .conf file. Launching the game will now load the sound setup instead of the game. When you are done with the sound setup, go back into the .conf file and delete or even REM out the line to run the setup. Finally remove the REM from the line that runs the game and save the file. &lt;br /&gt;
&lt;br /&gt;
== Finishing up == &lt;br /&gt;
&lt;br /&gt;
With everything set up, the game will now start playing midi music via GUS emulation. Enjoy the difference. Note that one negative side effect of using the GUS for midi music playback is that the game will take a few seconds longer to start than usual as it needs to load the audio patch. &lt;br /&gt;
&lt;br /&gt;
Note that if you have any other Dos games that can take advantage of the GUS, you can adapt the procedures mentioned above. &lt;br /&gt;
&lt;br /&gt;
== See Also== &lt;br /&gt;
&lt;br /&gt;
* [http://www.dosbox.com/ Dosbox] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:GUS_Music_in_Dosbox&amp;diff=84351</id>
		<title>Talk:GUS Music in Dosbox</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:GUS_Music_in_Dosbox&amp;diff=84351"/>
		<updated>2017-03-27T22:34:12Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: Added source to previous comment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been silently watched this wiki for ages but This GUS audio sounds iteresting. I have the steam version of tftd and in my dosbox.conf I have gus=true&lt;br /&gt;
&lt;br /&gt;
And reading the todo section about having a command line interface to set sound. If you add xcomutil you get a picker for changing sound.&lt;br /&gt;
&lt;br /&gt;
Perhaps we should have some sample sound clips showing with and without GUS.&lt;br /&gt;
&lt;br /&gt;
- [[User:Harre|Harre]] 06:14, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s been a while since I used XComutil, does it now allow access to the audio setup? -[[User:NKF|NKF]] 07:50, 18 August 2013 (EDT)&lt;br /&gt;
:: Yep, you get a startup menu with follwing items:&lt;br /&gt;
 1. Run XcomUtil Setup&lt;br /&gt;
 2. Play X-Com&lt;br /&gt;
 3. X-Com Sound Setup&lt;br /&gt;
 4. Command prompt (REM:ed by default in the modified terror.bat file)&lt;br /&gt;
 U. Uninstall XcomUtil&lt;br /&gt;
 X. Exit to Windows&lt;br /&gt;
- [[User:Harre|Harre]] 08:38, 20 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just changed x-com tftd to use Gravis Ultrasound and the difference is huge! however, it seems to disable the movie-cut scenes and instead shows the picture-slide cutscenes. I&#039;ll try upload some Youtube samples.&lt;br /&gt;
- [[User:Harre|Harre]] 10:04, 20 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some samples showing GUS in action:&lt;br /&gt;
* http://www.youtube.com/watch?v=GoxbuLeU6FY&lt;br /&gt;
* http://www.youtube.com/watch?v=lQAP-0e8pmc&lt;br /&gt;
Feel free to use em on the main GUS-page&lt;br /&gt;
- [[User:Harre|Harre]] 04:05, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Cheers for that. I&#039;m right in the middle of updating everything again, so will stick those in. &lt;br /&gt;
&lt;br /&gt;
: On your movie cutscene issue, try making a blank file in something like Notepad and save the file as cdspeed.dat and store it in your Sound\ folder. The animated sequences use their own recordings of the music so won&#039;t be affected by using the GUS. -[[User:NKF|NKF]] 05:16, 21 August 2013 (EDT)&lt;br /&gt;
:: Your new update looks neat! Good job! However the cdspeed.dat file-trick didn&#039;t help. It seems that having sound effects configured to use GUS disables the animated sequences as setting just sound effects back to soundblaster and keeping GUS for music gives animated sequences and GUS-music. I didn&#039;t notice any difference in having GUS for sound-effects so that setup is a working workaround. - [[User:Harre|Harre]] 09:11, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Had a quick test on my setup. Guess the GUS does halt the movies for some reason. Oh well, since it doesn&#039;t have much of an effect for the SFX I may as well make a note of it. -[[User:NKF|NKF]] 02:33, 22 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, has anyone else had the issue of X-COM (both UFO &amp;amp; TFTD) making popping sounds on rare occasions when used in conjunction with GUS? I tried looking it up but the only solution I found was [http://forums.steampowered.com/forums/archive/index.php/t-822658.html here], in which they tell you to disable GUS emulation in DOSBox&#039;s settings (not really much of a solution if you ask me). --[[User:3371-Alpha|3371-Alpha]] ([[User talk:3371-Alpha|talk]]) 00:47, 1 February 2017 (UTC)&lt;br /&gt;
:I think I figured it out. Setting CPU cycles to &amp;quot;=auto limit 16000&amp;quot; seems to correct this issue. I found that solution [http://forums.steampowered.com/forums/showthread.php?t=1189801 here] --[[User:3371-Alpha|3371-Alpha]] ([[User talk:3371-Alpha|talk]]) 19:53, 27 March 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:GUS_Music_in_Dosbox&amp;diff=84350</id>
		<title>Talk:GUS Music in Dosbox</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:GUS_Music_in_Dosbox&amp;diff=84350"/>
		<updated>2017-03-27T22:22:03Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: Fixed formatting of my previous comments (no additional comments were made)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been silently watched this wiki for ages but This GUS audio sounds iteresting. I have the steam version of tftd and in my dosbox.conf I have gus=true&lt;br /&gt;
&lt;br /&gt;
And reading the todo section about having a command line interface to set sound. If you add xcomutil you get a picker for changing sound.&lt;br /&gt;
&lt;br /&gt;
Perhaps we should have some sample sound clips showing with and without GUS.&lt;br /&gt;
&lt;br /&gt;
- [[User:Harre|Harre]] 06:14, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s been a while since I used XComutil, does it now allow access to the audio setup? -[[User:NKF|NKF]] 07:50, 18 August 2013 (EDT)&lt;br /&gt;
:: Yep, you get a startup menu with follwing items:&lt;br /&gt;
 1. Run XcomUtil Setup&lt;br /&gt;
 2. Play X-Com&lt;br /&gt;
 3. X-Com Sound Setup&lt;br /&gt;
 4. Command prompt (REM:ed by default in the modified terror.bat file)&lt;br /&gt;
 U. Uninstall XcomUtil&lt;br /&gt;
 X. Exit to Windows&lt;br /&gt;
- [[User:Harre|Harre]] 08:38, 20 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just changed x-com tftd to use Gravis Ultrasound and the difference is huge! however, it seems to disable the movie-cut scenes and instead shows the picture-slide cutscenes. I&#039;ll try upload some Youtube samples.&lt;br /&gt;
- [[User:Harre|Harre]] 10:04, 20 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some samples showing GUS in action:&lt;br /&gt;
* http://www.youtube.com/watch?v=GoxbuLeU6FY&lt;br /&gt;
* http://www.youtube.com/watch?v=lQAP-0e8pmc&lt;br /&gt;
Feel free to use em on the main GUS-page&lt;br /&gt;
- [[User:Harre|Harre]] 04:05, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Cheers for that. I&#039;m right in the middle of updating everything again, so will stick those in. &lt;br /&gt;
&lt;br /&gt;
: On your movie cutscene issue, try making a blank file in something like Notepad and save the file as cdspeed.dat and store it in your Sound\ folder. The animated sequences use their own recordings of the music so won&#039;t be affected by using the GUS. -[[User:NKF|NKF]] 05:16, 21 August 2013 (EDT)&lt;br /&gt;
:: Your new update looks neat! Good job! However the cdspeed.dat file-trick didn&#039;t help. It seems that having sound effects configured to use GUS disables the animated sequences as setting just sound effects back to soundblaster and keeping GUS for music gives animated sequences and GUS-music. I didn&#039;t notice any difference in having GUS for sound-effects so that setup is a working workaround. - [[User:Harre|Harre]] 09:11, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Had a quick test on my setup. Guess the GUS does halt the movies for some reason. Oh well, since it doesn&#039;t have much of an effect for the SFX I may as well make a note of it. -[[User:NKF|NKF]] 02:33, 22 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, has anyone else had the issue of X-COM (both UFO &amp;amp; TFTD) making popping sounds on rare occasions when used in conjunction with GUS? I tried looking it up but the only solution I found was [http://forums.steampowered.com/forums/archive/index.php/t-822658.html here], in which they tell you to disable GUS emulation in DOSBox&#039;s settings (not really much of a solution if you ask me). --[[User:3371-Alpha|3371-Alpha]] ([[User talk:3371-Alpha|talk]]) 00:47, 1 February 2017 (UTC)&lt;br /&gt;
:I think I figured it out. Setting CPU cycles to &amp;quot;=auto limit 16000&amp;quot; seems to correct this issue. --[[User:3371-Alpha|3371-Alpha]] ([[User talk:3371-Alpha|talk]]) 19:53, 27 March 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:GUS_Music_in_Dosbox&amp;diff=84349</id>
		<title>Talk:GUS Music in Dosbox</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:GUS_Music_in_Dosbox&amp;diff=84349"/>
		<updated>2017-03-27T19:53:36Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been silently watched this wiki for ages but This GUS audio sounds iteresting. I have the steam version of tftd and in my dosbox.conf I have gus=true&lt;br /&gt;
&lt;br /&gt;
And reading the todo section about having a command line interface to set sound. If you add xcomutil you get a picker for changing sound.&lt;br /&gt;
&lt;br /&gt;
Perhaps we should have some sample sound clips showing with and without GUS.&lt;br /&gt;
&lt;br /&gt;
- [[User:Harre|Harre]] 06:14, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s been a while since I used XComutil, does it now allow access to the audio setup? -[[User:NKF|NKF]] 07:50, 18 August 2013 (EDT)&lt;br /&gt;
:: Yep, you get a startup menu with follwing items:&lt;br /&gt;
 1. Run XcomUtil Setup&lt;br /&gt;
 2. Play X-Com&lt;br /&gt;
 3. X-Com Sound Setup&lt;br /&gt;
 4. Command prompt (REM:ed by default in the modified terror.bat file)&lt;br /&gt;
 U. Uninstall XcomUtil&lt;br /&gt;
 X. Exit to Windows&lt;br /&gt;
- [[User:Harre|Harre]] 08:38, 20 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just changed x-com tftd to use Gravis Ultrasound and the difference is huge! however, it seems to disable the movie-cut scenes and instead shows the picture-slide cutscenes. I&#039;ll try upload some Youtube samples.&lt;br /&gt;
- [[User:Harre|Harre]] 10:04, 20 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some samples showing GUS in action:&lt;br /&gt;
* http://www.youtube.com/watch?v=GoxbuLeU6FY&lt;br /&gt;
* http://www.youtube.com/watch?v=lQAP-0e8pmc&lt;br /&gt;
Feel free to use em on the main GUS-page&lt;br /&gt;
- [[User:Harre|Harre]] 04:05, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Cheers for that. I&#039;m right in the middle of updating everything again, so will stick those in. &lt;br /&gt;
&lt;br /&gt;
: On your movie cutscene issue, try making a blank file in something like Notepad and save the file as cdspeed.dat and store it in your Sound\ folder. The animated sequences use their own recordings of the music so won&#039;t be affected by using the GUS. -[[User:NKF|NKF]] 05:16, 21 August 2013 (EDT)&lt;br /&gt;
:: Your new update looks neat! Good job! However the cdspeed.dat file-trick didn&#039;t help. It seems that having sound effects configured to use GUS disables the animated sequences as setting just sound effects back to soundblaster and keeping GUS for music gives animated sequences and GUS-music. I didn&#039;t notice any difference in having GUS for sound-effects so that setup is a working workaround. - [[User:Harre|Harre]] 09:11, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Had a quick test on my setup. Guess the GUS does halt the movies for some reason. Oh well, since it doesn&#039;t have much of an effect for the SFX I may as well make a note of it. -[[User:NKF|NKF]] 02:33, 22 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hey, has anyone else had the issue of X-COM (both UFO &amp;amp; TFTD) making popping sounds on rare occasions when used in conjunction with GUS? I tried looking it up but the only solution I found was [http://forums.steampowered.com/forums/archive/index.php/t-822658.html here], in which they tell you to disable GUS emulation in DOSBox&#039;s settings (not really much of a solution if you ask me). --[[User:3371-Alpha|3371-Alpha]] ([[User talk:3371-Alpha|talk]]) 00:47, 1 February 2017 (UTC)&lt;br /&gt;
   I think I figured it out. Setting CPU cycles to &amp;quot;=auto limit 16000&amp;quot; seems to correct this issue. --[[User:3371-Alpha|3371-Alpha]] ([[User talk:3371-Alpha|talk]]) 19:53, 27 March 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84320</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84320"/>
		<updated>2017-03-19T20:46:19Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Drivers, Extenders and Runtimes (for DOS[Box]) */  updated dos32a link, legacy version still on sourceforge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[XcomUtil]], originally by [http://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
* [[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
* [[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
* [[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
* [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ Combo Patch] is a patch that combines the efforts of various StrategyCore members to fix a number of problems dealing with the [[TERRAIN]], [[MAPS]] and [[ROUTES]] game resources all wrapped up into one package.&lt;br /&gt;
&lt;br /&gt;
* [[Info (OpenXcom)|OpenXcom]] is an open source clone/reverse engineered engine for UFO (TFTD support is in beta). Like the CE version, it completely bypasses the need for DOSBox by providing a native executable. Unlike the CE version though, it also provides support for Mac and Linux systems in addition to fixing all the [[Known Bugs|bugs and limitations]] of the original game. OpenXcom has it&#039;s own mod site for mods specific to it available [http://www.openxcom.com/ here].&lt;br /&gt;
&lt;br /&gt;
* [http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
* [http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
* [http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
* There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
* [http://mattmullen.net/files/ue.zip UE] &amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
* [[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
* [http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
* [[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Base_Fixer|BaseFixer]] (by Spike) is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version of UFO. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
* [http://web.archive.org/web/20071231230000/members.aol.com/stjones/xcomutil/xcomsh15.zip XCOMSHEL] is a front end for XcomUtil created by Martin Ptacek of the Czech Republic. Compatibility with XcomUtil 9.7+ unconfirmed.&lt;br /&gt;
&lt;br /&gt;
* [[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT] is a file editor/viewer/analyzer for executables.&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
== Drivers, Extenders and Runtimes (for DOS[Box]) ==&lt;br /&gt;
* [http://www.dosgames.com/forum/about10574.html GUS Patches] are needed to get Gravis Ultrasound emulation working in DOSBox. For more info see [[GUS Music in Dosbox]]&lt;br /&gt;
&lt;br /&gt;
* [http://www.caddit.net/pythond/ PythonD] is a Python runtime for DOS. Certain mods (particularly BaseFixer above) require it to function. For help setting it up in DOSBox, see [http://www.strategycore.co.uk/forums/topic/11331-java-python-in-dosbox/ this thread].&lt;br /&gt;
&lt;br /&gt;
* [http://www.flashrom.org/File:Csdpmi7b.zip CWSDPMI] (like DOS4GW) is a DOS extender which grants a minimal protected memory environment. To put is simple, some programs, like PythonD, require it to run.&lt;br /&gt;
&lt;br /&gt;
* [http://dos32a.narechk.net/index_en.html DOS32A] is a free, open source replacement for the DOS4GW extender included with most DOS games, including UFO &amp;amp; TFTD. It is designed to be a fully compatible drop-in replacement for DOS4GW and has often been attributed to improved performance and stability. You can install it by (optionally) backing up the original DOS4GW, copying the &amp;quot;DOS32A.exe&amp;quot; executable to the UFO or TFTD game folder then renaming it to &amp;quot;DOS4GW&amp;quot;. More info [http://www.dosbox.com/wiki/TOOLS:DOS32A here]. &amp;lt;b&amp;gt;Note: DOS32A has not been tested extensively with either Xcom game, use at your own risk!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.delorie.com/djgpp/ DJGPP] is a complete 32-bit C/C++ development environment (and runtime?) for DOS PCs with an Intel 80386 or higher processor. Could be useful for developing DOS-based Xcom mods. It&#039;s completely free and open source.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84290</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84290"/>
		<updated>2017-03-14T19:30:24Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Popular Tools */  added openxcom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[XcomUtil]], originally by [http://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
* [[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
* [[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
* [[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
* [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ Combo Patch] is a patch that combines the efforts of various StrategyCore members to fix a number of problems dealing with the [[TERRAIN]], [[MAPS]] and [[ROUTES]] game resources all wrapped up into one package.&lt;br /&gt;
&lt;br /&gt;
* [[Info (OpenXcom)|OpenXcom]] is an open source clone/reverse engineered engine for UFO (TFTD support is in beta). Like the CE version, it completely bypasses the need for DOSBox by providing a native executable. Unlike the CE version though, it also provides support for Mac and Linux systems in addition to fixing all the [[Known Bugs|bugs and limitations]] of the original game. OpenXcom has it&#039;s own mod site for mods specific to it available [http://www.openxcom.com/ here].&lt;br /&gt;
&lt;br /&gt;
* [http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
* [http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
* [http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
* There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
* [http://mattmullen.net/files/ue.zip UE] &amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
* [[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
* [http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
* [[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Base_Fixer|BaseFixer]] (by Spike) is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version of UFO. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
* [http://web.archive.org/web/20071231230000/members.aol.com/stjones/xcomutil/xcomsh15.zip XCOMSHEL] is a front end for XcomUtil created by Martin Ptacek of the Czech Republic. Compatibility with XcomUtil 9.7+ unconfirmed.&lt;br /&gt;
&lt;br /&gt;
* [[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT] is a file editor/viewer/analyzer for executables.&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
== Drivers, Extenders and Runtimes (for DOS[Box]) ==&lt;br /&gt;
* [http://www.dosgames.com/forum/about10574.html GUS Patches] are needed to get Gravis Ultrasound emulation working in DOSBox. For more info see [[GUS Music in Dosbox]]&lt;br /&gt;
&lt;br /&gt;
* [http://www.caddit.net/pythond/ PythonD] is a Python runtime for DOS. Certain mods (particularly BaseFixer above) require it to function. For help setting it up in DOSBox, see [http://www.strategycore.co.uk/forums/topic/11331-java-python-in-dosbox/ this thread].&lt;br /&gt;
&lt;br /&gt;
* [http://www.flashrom.org/File:Csdpmi7b.zip CWSDPMI] (like DOS4GW) is a DOS extender which grants a minimal protected memory environment. To put is simple, some programs, like PythonD, require it to run.&lt;br /&gt;
&lt;br /&gt;
* [http://sourceforge.net/projects/dos32a/ DOS32A] is a free, open source replacement for the DOS4GW extender included with most DOS games, including UFO &amp;amp; TFTD. It is designed to be a fully compatible drop-in replacement for DOS4GW and has often been attributed to improved performance and stability. You can install it by (optionally) backing up the original DOS4GW, copying the &amp;quot;DOS32A.exe&amp;quot; executable to the UFO or TFTD game folder then renaming it to &amp;quot;DOS4GW&amp;quot;. More info [http://www.dosbox.com/wiki/TOOLS:DOS32A here]. &amp;lt;b&amp;gt;Note: DOS32A has not been tested extensively with either Xcom game, use at your own risk!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.delorie.com/djgpp/ DJGPP] is a complete 32-bit C/C++ development environment (and runtime?) for DOS PCs with an Intel 80386 or higher processor. Could be useful for developing DOS-based Xcom mods. It&#039;s completely free and open source.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GUS_Music_in_Dosbox&amp;diff=84284</id>
		<title>GUS Music in Dosbox</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GUS_Music_in_Dosbox&amp;diff=84284"/>
		<updated>2017-03-12T04:14:10Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Setting up UFO/TFTD to use the GUS */  added reference to sb16&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page explains how to configure the dos versions of UFO/TFTD to play their midi music through Dosbox&#039;s &#039;&#039;Gravis Ultrasound&#039;&#039; emulation. Though not as good as the live orchestra music of the Playstation version, it provides a big improvement in the quality of the music. &lt;br /&gt;
&lt;br /&gt;
For an example of the GUS in action, see: &lt;br /&gt;
&lt;br /&gt;
TFTD&lt;br /&gt;
* http://www.youtube.com/watch?v=GoxbuLeU6FY&lt;br /&gt;
* http://www.youtube.com/watch?v=lQAP-0e8pmc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is GUS? ==&lt;br /&gt;
&lt;br /&gt;
The Gravis Ultra Sound or GUS was a sound card produced by Advanced Gravis Computer Technology, who were best known for their Gravis PC Gamepad. One of the features of the GUS is its ability to use real world sound samples instead of digitally generated instruments. This allows for a richer quality of sound when playing midi sound files. &lt;br /&gt;
&lt;br /&gt;
For more history on this sound card you can refer to the [http://en.wikipedia.org/wiki/Gravis_Ultrasound Gravis Ultrasound] article on Wikipedia. &lt;br /&gt;
&lt;br /&gt;
== Dosbox and GUS ==&lt;br /&gt;
&lt;br /&gt;
Dosbox, which the Dos versions of X-COM [[X-COM|UFO]] and [[TFTD|Terror From the Deep]] depend on to run on modern computers, has the ability to emulate a variety of sound cards, including the Gravis Ultra Sound. &lt;br /&gt;
&lt;br /&gt;
Due to incompatibilities in licenses, Dosbox distributions do not come packaged with GUS patches by default. These need to be installed separately. Without the GUS patches any midi playback through the GUS will usually result in silence. Some Dos games may provide their own sounds patches, however X-COM UFO and TFTD do not. &lt;br /&gt;
&lt;br /&gt;
== Setting up Dosbox with the GUS patches==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;16&amp;quot;&amp;gt;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
You will first need to obtain a copy of the GUS patches to use with Dosbox. Refer to huggybaby2&#039;s Ready-To-Use Ultrasnd folders:&lt;br /&gt;
&lt;br /&gt;
http://www.dosgames.com/forum/about10574.html&lt;br /&gt;
&lt;br /&gt;
The first post will point you to where you can obtain the pre-compiled patches. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For those concerned with the legality of obtaining the patches, the GUS patches are available to download via the Gravis FTP site. The file obtained through the above link has the patches pre-compiled and ready to go. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 2&lt;br /&gt;
|-&lt;br /&gt;
| Unpack the compressed file. Note that is in RAR format. If you are unable to unpack this format, you may want to obtain a file compression utility that supports RAR archives such as [http://sourceforge.net/projects/sevenzip/?source=pdlp 7-Zip].  &lt;br /&gt;
&lt;br /&gt;
Once the file is unpacked you will get two folders:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;ULTRASND411&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;ULTRASNDPPL161&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are two sets of GUS patches. Pick one to use. &lt;br /&gt;
&lt;br /&gt;
The main difference between the patches is in how some instruments sound. You may want to experiment with the two patches and find the one that you think sounds best. ULTRASND411 is the stock patch and may prove to be more stable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional:&#039;&#039;&#039; Rename the folder of the patch you want to use to &#039;&#039;&#039;ULTRASND&#039;&#039;&#039;. This will allow easy swapping between the two patches by just renaming the folders rather than having to edit the Dosbox .conf file each time. &lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 3&lt;br /&gt;
|-&lt;br /&gt;
| Store these two folders somewhere easy to access. &lt;br /&gt;
&lt;br /&gt;
* The easiest solution is to use the same folder that Dosbox will be mounting as its virtual C: drive. This could either be a combined folder where all your Dos games are stored, such as DOSGAMES\, or in the game folder itself. Note that if you store the patches in the game folder that you will want to make copies of the patches for each game. &lt;br /&gt;
&lt;br /&gt;
* If stored outside of the virtual C: drive, you will have to instruct Dosbox to mount a new virtual drive just for them. This can be achieved by altering the Dosbox .conf file and adding a &#039;&#039;&#039;mount&#039;&#039;&#039; command in the &amp;lt;nowiki&amp;gt;[autoexec]&amp;lt;/nowiki&amp;gt; section to create a new virtual drive. &lt;br /&gt;
&lt;br /&gt;
For instructions on how to do this, refer to the Dosbox documentation or the [http://www.dosbox.com/wiki/MOUNT MOUNT] article on the official Dosbox wiki. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 4&lt;br /&gt;
|-&lt;br /&gt;
| The next step is to alter Dosbox&#039;s configuration file to enable its GUS support. &lt;br /&gt;
&lt;br /&gt;
For a normal Dosbox configuration you can directly edit the main Dosbox .conf file with a text editor. &lt;br /&gt;
&lt;br /&gt;
If you have a version of the game that has is pre-packaged with its own copy of Dosbox, such as the Steam release, you will need to open its respective .conf file. Have a look in the game folder for a Dosbox folder. &lt;br /&gt;
&lt;br /&gt;
In the Dosbox .conf file, go to the &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;[GUS]&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; heading &lt;br /&gt;
&lt;br /&gt;
*Alter the line &#039;&#039;&#039;gus=false&#039;&#039;&#039; to &#039;&#039;&#039;gus=true&#039;&#039;&#039; if it isn&#039;t already set. &lt;br /&gt;
&lt;br /&gt;
*Alter &#039;&#039;&#039;ultradir=C:\ULTRASND&#039;&#039;&#039; to point to the directory or virtual drive where you can find the patches. &lt;br /&gt;
&lt;br /&gt;
Once done, save the file. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TIP:&#039;&#039;&#039; If you use Dosbox through its command line interface, you can also use the &#039;&#039;&#039;SET&#039;&#039;&#039; command to manually set the &#039;&#039;ultradir&#039;&#039; environment variable. This is a quick way to switch between the patches without leaving the Dosbox session.  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setting up UFO/TFTD to use the GUS==&lt;br /&gt;
&lt;br /&gt;
Now that Dosbox is set up to use the GUS, you will now have to set up UFO/TFTD to use it as well. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;16&amp;quot;&amp;gt;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 1&lt;br /&gt;
|-&lt;br /&gt;
| Go to the game directory and run &#039;&#039;&#039;SETUP.EXE&#039;&#039;&#039;. When it loads, you will be asked to configure the sound cards that will play the sound effects and the music. Use the cursor keys and enter to navigate through the options, and the escape key to back out of any screen. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Width =&amp;quot;20%&amp;quot; | [[File:Gus setup1.png]]&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot;| Step 2&lt;br /&gt;
|-&lt;br /&gt;
|The first card you set will be for sound effect output. Typical selections include the &#039;&#039;&#039;Soundblaster&#039;&#039;&#039; (8-bit mono) or &#039;&#039;&#039;Soundblaster Pro/16&#039;&#039;&#039; (16-bit stereo) &lt;br /&gt;
&lt;br /&gt;
You will be asked to set the Port, IRQ and DMA. Dosbox normally uses the following settings:&amp;lt;br&amp;gt;&lt;br /&gt;
::Port:&#039;&#039;&#039;220&#039;&#039;&#039;&lt;br /&gt;
::IRQ : &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
::DMA : &#039;&#039;&#039;1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Alternatively you can also choose the &#039;&#039;&#039;Ultrasound&#039;&#039;&#039; / &#039;&#039;&#039;Gravis Ultrasound&#039;&#039;&#039; for this step, which will not require the above settings. Note however that the sound quality is no better than the SB Pro and &#039;&#039;it will disable the [[Enabling cinematics (TFTD)|animated sequences]] in TFTD&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| [[File:Gus setup2.png]]&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 3&lt;br /&gt;
|- &lt;br /&gt;
|You will be asked to set the max number of channels. This refers to how many sound effects can play at the same time. You can select between 1 and 8 channels. &lt;br /&gt;
&lt;br /&gt;
If you find you get very loud gunshots or screams during the alien turn, try reducing  the channels to 4 or less. The loudness is caused by many instances of the same sound effect being played at the same time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:Gus setup3.png]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 4&lt;br /&gt;
|-&lt;br /&gt;
| When asked to swap your audio, set it to NO unless your sound effects are reversed during the game. &lt;br /&gt;
&lt;br /&gt;
|[[File:Gus setup4.png]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot;| Step 5&lt;br /&gt;
|-&lt;br /&gt;
| Finally you will need to configure the Music Board. Select &#039;&#039;&#039;Ultrasound&#039;&#039;&#039; for UFO or &#039;&#039;&#039;Gravis Ultrasound&#039;&#039;&#039; for TFTD. When you hit enter, the sound setup will close and save your settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:Gus setup5.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the above steps as needed if you need to adjust or revert your sound card settings. Your games will now be configured to use the GUS.&lt;br /&gt;
&lt;br /&gt;
== Running SETUP.EXE through Dosbox == &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SETUP.EXE&#039;&#039;&#039; will very likely not be able to run natively on modern operating systems. To bypass this, you can run it through Dosbox. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command Line&#039;&#039;&#039;: For those that mainly use Dosbox through its command line console, just go to your UFO/TFTD directory and run SETUP directly.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil&#039;&#039;&#039;: For [[XcomUtil]] users, the latest version provides access to the sound setup from its menu when you launch the game with &#039;&#039;&#039;runxcom.bat&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Steam&#039;&#039;&#039; (and similar bundles): For the Steam and similar packages that have the games run through Dosbox transparently will need to make some temporary alterations to the .conf file. The rest of this section explains how to do this. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Open your Dosbox .conf file and go to its &amp;lt;nowiki&amp;gt;[autoexec]&amp;lt;/nowiki&amp;gt; section. &lt;br /&gt;
&lt;br /&gt;
The second-to-last line will typically have the command to launch the game, either &#039;&#039;&#039;ufo&#039;&#039;&#039; or &#039;&#039;&#039;ufo.bat&#039;&#039;&#039; for Enemy Unknown/UFO Defense and &#039;&#039;&#039;terror&#039;&#039;&#039; or &#039;&#039;&#039;terror.com&#039;&#039;&#039; for TFTD. The last line will have &#039;&#039;&#039;Exit&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These lines need to be altered slightly so that the .conf file launches the sound setup or the command line console instead. &lt;br /&gt;
&lt;br /&gt;
Start by adding the word &#039;&#039;&#039;REM&#039;&#039;&#039; in front of the line that launches the game. REM means REMark, it turns the line into a comment and the line will have no effect when Dosbox runs it. &lt;br /&gt;
&lt;br /&gt;
From here, if you would prefer to work from the command line console, REM out the &#039;&#039;&#039;exit&#039;&#039;&#039; as well and save the .conf file. Once you have run the sound setup, go back and edit .conf file again and remove the lines you REM&#039;d out. &lt;br /&gt;
&lt;br /&gt;
If you want to just launch the sound setup directly and bypass the console, REM out the line that runs the game and insert a new line before or after it and and type &#039;&#039;&#039;setup&#039;&#039;&#039;. Now save the .conf file. Launching the game will now load the sound setup instead of the game. When you are done with the sound setup, go back into the .conf file and delete or even REM out the line to run the setup. Finally remove the REM from the line that runs the game and save the file. &lt;br /&gt;
&lt;br /&gt;
== Finishing up == &lt;br /&gt;
&lt;br /&gt;
With everything set up, the game will now start playing midi music via GUS emulation. Enjoy the difference. Note that one negative side effect of using the GUS for midi music playback is that the game will take a few seconds longer to start than usual as it needs to load the audio patch. &lt;br /&gt;
&lt;br /&gt;
Note that if you have any other Dos games that can take advantage of the GUS, you can adapt the procedures mentioned above. &lt;br /&gt;
&lt;br /&gt;
== See Also== &lt;br /&gt;
&lt;br /&gt;
* [http://www.dosbox.com/ Dosbox] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84283</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84283"/>
		<updated>2017-03-12T04:05:42Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[XcomUtil]], originally by [http://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
* [[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
* [[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
* [[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
* [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ Combo Patch] is a patch that combines the efforts of various StrategyCore members to fix a number of problems dealing with the [[TERRAIN]], [[MAPS]] and [[ROUTES]] game resources all wrapped up into one package.&lt;br /&gt;
&lt;br /&gt;
* [http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
* [http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
* [http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
* There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
* [http://mattmullen.net/files/ue.zip UE] &amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
* [[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
* [http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
* [[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Base_Fixer|BaseFixer]] (by Spike) is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version of UFO. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
* [http://web.archive.org/web/20071231230000/members.aol.com/stjones/xcomutil/xcomsh15.zip XCOMSHEL] is a front end for XcomUtil created by Martin Ptacek of the Czech Republic. Compatibility with XcomUtil 9.7+ unconfirmed.&lt;br /&gt;
&lt;br /&gt;
* [[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT] is a file editor/viewer/analyzer for executables.&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
== Drivers, Extenders and Runtimes (for DOS[Box]) ==&lt;br /&gt;
* [http://www.dosgames.com/forum/about10574.html GUS Patches] are needed to get Gravis Ultrasound emulation working in DOSBox. For more info see [[GUS Music in Dosbox]]&lt;br /&gt;
&lt;br /&gt;
* [http://www.caddit.net/pythond/ PythonD] is a Python runtime for DOS. Certain mods (particularly BaseFixer above) require it to function. For help setting it up in DOSBox, see [http://www.strategycore.co.uk/forums/topic/11331-java-python-in-dosbox/ this thread].&lt;br /&gt;
&lt;br /&gt;
* [http://www.flashrom.org/File:Csdpmi7b.zip CWSDPMI] (like DOS4GW) is a DOS extender which grants a minimal protected memory environment. To put is simple, some programs, like PythonD, require it to run.&lt;br /&gt;
&lt;br /&gt;
* [http://sourceforge.net/projects/dos32a/ DOS32A] is a free, open source replacement for the DOS4GW extender included with most DOS games, including UFO &amp;amp; TFTD. It is designed to be a fully compatible drop-in replacement for DOS4GW and has often been attributed to improved performance and stability. You can install it by (optionally) backing up the original DOS4GW, copying the &amp;quot;DOS32A.exe&amp;quot; executable to the UFO or TFTD game folder then renaming it to &amp;quot;DOS4GW&amp;quot;. More info [http://www.dosbox.com/wiki/TOOLS:DOS32A here]. &amp;lt;b&amp;gt;Note: DOS32A has not been tested extensively with either Xcom game, use at your own risk!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.delorie.com/djgpp/ DJGPP] is a complete 32-bit C/C++ development environment (and runtime?) for DOS PCs with an Intel 80386 or higher processor. Could be useful for developing DOS-based Xcom mods. It&#039;s completely free and open source.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84280</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84280"/>
		<updated>2017-03-11T22:09:02Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Drivers, Extenders and Runtimes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[XcomUtil]], originally by [http://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
* [[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
* [[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
* [[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
* [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ Combo Patch] is patch that combines the efforts of various StrategyCore members to fix a number of problems dealing with the TERRAIN, MAPS and ROUTES game resources all wrapped up into one package.&lt;br /&gt;
&lt;br /&gt;
* [http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
* [http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
* [http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
* There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
* [http://mattmullen.net/files/ue.zip UE] &amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
* [[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
* [http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
* [[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Base_Fixer|BaseFixer]] (by Spike) is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version of UFO. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
* [http://web.archive.org/web/20071231230000/members.aol.com/stjones/xcomutil/xcomsh15.zip XCOMSHEL] is a front end for XcomUtil created by Martin Ptacek of the Czech Republic. Compatibility with XcomUtil 9.7+ unconfirmed.&lt;br /&gt;
&lt;br /&gt;
* [[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT]...&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
== Drivers, Extenders and Runtimes ==&lt;br /&gt;
* [http://www.dosgames.com/forum/about10574.html GUS Patches] are needed to get Gravis Ultrasound emulation working in DOSBox. For more info see [[GUS Music in Dosbox]]&lt;br /&gt;
&lt;br /&gt;
* [http://www.caddit.net/pythond/ PythonD] is a Python runtime for DOS (also works in DOSBox). Certain mods (particularly BaseFixer above) require it to function. For help setting it up, see [http://www.strategycore.co.uk/forums/topic/11331-java-python-in-dosbox/ this thread].&lt;br /&gt;
&lt;br /&gt;
* [http://www.flashrom.org/File:Csdpmi7b.zip CWSDPMI] (like DOS4GW) is a DOS extender which grants a minimal protected memory environment. To put is simple, some programs, like PythonD, require it to run.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84279</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84279"/>
		<updated>2017-03-11T22:07:56Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Obscure (Not listed at StrategyCore) tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[XcomUtil]], originally by [http://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
* [[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
* [[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
* [[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
* [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ Combo Patch] is patch that combines the efforts of various StrategyCore members to fix a number of problems dealing with the TERRAIN, MAPS and ROUTES game resources all wrapped up into one package.&lt;br /&gt;
&lt;br /&gt;
* [http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
* [http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
* [http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
* There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
* [http://mattmullen.net/files/ue.zip UE] &amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
* [[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
* [http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
* [[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Base_Fixer|BaseFixer]] (by Spike) is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version of UFO. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
* [http://web.archive.org/web/20071231230000/members.aol.com/stjones/xcomutil/xcomsh15.zip XCOMSHEL] is a front end for XcomUtil created by Martin Ptacek of the Czech Republic. Compatibility with XcomUtil 9.7+ unconfirmed.&lt;br /&gt;
&lt;br /&gt;
* [[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT]...&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
== Drivers, Extenders and Runtimes ==&lt;br /&gt;
* [http://www.dosgames.com/forum/about10574.html GUS Patches] are needed to get Gravis Ultrasound emulation working in DOSBox. For more info see [[GUS Music in Dosbox]]&lt;br /&gt;
&lt;br /&gt;
* [http://www.caddit.net/pythond/ PythonD] is a Python runtime for DOS (also works in DOSBox). Certain mods (particularly BaseFixer above) require it to function. For help setting it up, see [http://www.strategycore.co.uk/forums/topic/11331-java-python-in-dosbox/ this thread].&lt;br /&gt;
&lt;br /&gt;
* [https://www.flashrom.org/File:Csdpmi7b.zip CWSDPMI] (like DOS4GW) is a DOS extender which grants a minimal protected memory environment. To put is simple, some programs, like PythonD, require it to run.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84278</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84278"/>
		<updated>2017-03-11T22:06:53Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: Added bullets to all points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
* [[XcomUtil]], originally by [http://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
* [[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
* [[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
* [[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
* [http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ Combo Patch] is patch that combines the efforts of various StrategyCore members to fix a number of problems dealing with the TERRAIN, MAPS and ROUTES game resources all wrapped up into one package.&lt;br /&gt;
&lt;br /&gt;
* [http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
* [http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
* [http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
* There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
* [http://mattmullen.net/files/ue.zip UE]&lt;br /&gt;
&amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
* [[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
* [http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
* [[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Base_Fixer|BaseFixer]] (by Spike) is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version of UFO. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
* [http://web.archive.org/web/20071231230000/members.aol.com/stjones/xcomutil/xcomsh15.zip XCOMSHEL] is a front end for XcomUtil created by Martin Ptacek of the Czech Republic. Compatibility with XcomUtil 9.7+ unconfirmed.&lt;br /&gt;
&lt;br /&gt;
* [[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT]...&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
== Drivers, Extenders and Runtimes ==&lt;br /&gt;
* [http://www.dosgames.com/forum/about10574.html GUS Patches] are needed to get Gravis Ultrasound emulation working in DOSBox. For more info see [[GUS Music in Dosbox]]&lt;br /&gt;
&lt;br /&gt;
* [http://www.caddit.net/pythond/ PythonD] is a Python runtime for DOS (also works in DOSBox). Certain mods (particularly BaseFixer above) require it to function. For help setting it up, see [http://www.strategycore.co.uk/forums/topic/11331-java-python-in-dosbox/ this thread].&lt;br /&gt;
&lt;br /&gt;
* [https://www.flashrom.org/File:Csdpmi7b.zip CWSDPMI] (like DOS4GW) is a DOS extender which grants a minimal protected memory environment. To put is simple, some programs, like PythonD, require it to run.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84277</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84277"/>
		<updated>2017-03-11T22:01:00Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]], originally by [http://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
[[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
[[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
[[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
[http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ Combo Patch] is patch that combines the efforts of various StrategyCore members to fix a number of problems dealing with the TERRAIN, MAPS and ROUTES game resources all wrapped up into one package.&lt;br /&gt;
&lt;br /&gt;
[http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
[http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
[http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
[http://mattmullen.net/files/ue.zip UE]&lt;br /&gt;
&amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
[[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
[http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
[[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
[[User:Spike#Base_Fixer|BaseFixer]] (by Spike) is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version of UFO. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
[http://web.archive.org/web/20071231230000/members.aol.com/stjones/xcomutil/xcomsh15.zip XCOMSHEL] is a front end for XcomUtil created by Martin Ptacek of the Czech Republic. Compatibility with XcomUtil 9.7+ unconfirmed.&lt;br /&gt;
&lt;br /&gt;
[[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT]...&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
== Drivers, Extenders and Runtimes ==&lt;br /&gt;
[http://www.dosgames.com/forum/about10574.html GUS Patches] are needed to get Gravis Ultrasound emulation working in DOSBox. For more info see [[GUS Music in Dosbox]]&lt;br /&gt;
&lt;br /&gt;
[http://www.caddit.net/pythond/ PythonD] is a Python runtime for DOS (also works in DOSBox). Certain mods (particularly BaseFixer above) require it to function. For help setting it up, see [http://www.strategycore.co.uk/forums/topic/11331-java-python-in-dosbox/ this thread].&lt;br /&gt;
&lt;br /&gt;
[https://www.flashrom.org/File:Csdpmi7b.zip CWSDPMI] (like DOS4GW) is a DOS extender which grants a minimal protected memory environment. To put is simple, some programs, like PythonD, require it to run.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84276</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84276"/>
		<updated>2017-03-11T22:00:15Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]], originally by [http://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
[[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
[[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
[[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
[http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ Combo Patch] is patch that combines the efforts of various StrategyCore members to fix a number of problems dealing with the TERRAIN, MAPS and ROUTES game resources all wrapped up into one package.&lt;br /&gt;
&lt;br /&gt;
[http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
[http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
[http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
[http://mattmullen.net/files/ue.zip UE]&lt;br /&gt;
&amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
[[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
[http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
[[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
[[User:Spike#Base_Fixer|BaseFixer]] (by Spike) is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version of UFO. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
[http://web.archive.org/web/20071231230000/members.aol.com/stjones/xcomutil/xcomsh15.zip XCOMSHEL] is a front end for XcomUtil created by Martin Ptacek of the Czech Republic. Compatibility with XcomUtil 9.7+ unconfirmed.&lt;br /&gt;
&lt;br /&gt;
[[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT]...&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
= Drivers, Extenders and Runtimes =&lt;br /&gt;
[http://www.dosgames.com/forum/about10574.html GUS Patches] are needed to get Gravis Ultrasound emulation working in DOSBox. For more info see [[GUS Music in Dosbox]]&lt;br /&gt;
&lt;br /&gt;
[http://www.caddit.net/pythond/ PythonD] is a Python runtime for DOS (also works in DOSBox). Certain mods (particularly BaseFixer above) require it to function. For help setting it up, see [http://www.strategycore.co.uk/forums/topic/11331-java-python-in-dosbox/ this thread].&lt;br /&gt;
&lt;br /&gt;
[https://www.flashrom.org/File:Csdpmi7b.zip CWSDPMI] (like DOS4GW) is a DOS extender which grants a minimal protected memory environment. To put is simple, some programs, like PythonD, require it to run.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84275</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84275"/>
		<updated>2017-03-11T21:43:00Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Popular Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]], originally by [http://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
[[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
[[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
[[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
[http://www.strategycore.co.uk/files/combo-x-com-game-folder-patch/ Combo Patch] is patch that combines the efforts of various StrategyCore members to fix a number of problems dealing with the TERRAIN, MAPS and ROUTES game resources all wrapped up into one package.&lt;br /&gt;
&lt;br /&gt;
[http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
[http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
[http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
[http://mattmullen.net/files/ue.zip UE]&lt;br /&gt;
&amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
[[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
[http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
[[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
[[User:Spike#Base_Fixer|BaseFixer]] (by Spike) is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version of UFO. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
[http://web.archive.org/web/20071231230000/members.aol.com/stjones/xcomutil/xcomsh15.zip XCOMSHEL] is a front end for XcomUtil created by Martin Ptacek of the Czech Republic. Compatibility with XcomUtil 9.7+ unconfirmed.&lt;br /&gt;
&lt;br /&gt;
[[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT]...&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84274</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84274"/>
		<updated>2017-03-11T21:28:39Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Obscure (Not listed at StrategyCore) tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]], originally by [https://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
[[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
[[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
[[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
[http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
[http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
[http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
[http://mattmullen.net/files/ue.zip UE]&lt;br /&gt;
&amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
[[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
[http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
[[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
[[User:Spike#Base_Fixer|BaseFixer]] (by Spike) is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version of UFO. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
[http://web.archive.org/web/20071231230000/members.aol.com/stjones/xcomutil/xcomsh15.zip XCOMSHEL] is a front end for XcomUtil created by Martin Ptacek of the Czech Republic. Compatibility with XcomUtil 9.7+ unconfirmed.&lt;br /&gt;
&lt;br /&gt;
[[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT]...&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84273</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84273"/>
		<updated>2017-03-11T21:27:41Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Obscure (Not listed at StrategyCore) tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]], originally by [https://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
[[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
[[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
[[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
[http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
[http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
[http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
[http://mattmullen.net/files/ue.zip UE]&lt;br /&gt;
&amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
[[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
[http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
[[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
[[User:Spike#Base_Fixer|Base Fixer]] (by Spike) is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
[http://web.archive.org/web/20071231230000/members.aol.com/stjones/xcomutil/xcomsh15.zip XCOMSHEL] is a front end for XcomUtil created by Martin Ptacek of the Czech Republic. Compatibility with XcomUtil 9.7+ unconfirmed.&lt;br /&gt;
&lt;br /&gt;
[[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT]...&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84272</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84272"/>
		<updated>2017-03-11T21:26:22Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Obscure (Not listed at StrategyCore) tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]], originally by [https://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
[[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
[[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
[[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
[http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
[http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
[http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
[http://mattmullen.net/files/ue.zip UE]&lt;br /&gt;
&amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
[[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
[http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
[[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
[[User:Spike#Base_Fixer|Base Fixer]] is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
[http://web.archive.org/web/20071231230000/members.aol.com/stjones/xcomutil/xcomsh15.zip XCOMSHEL] is a front end for XcomUtil created by Martin Ptacek of the Czech Republic. Compatibility with XcomUtil 9.7+ unconfirmed.&lt;br /&gt;
&lt;br /&gt;
[[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT]...&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84271</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84271"/>
		<updated>2017-03-11T21:11:27Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Obscure (Not listed at StrategyCore) tools */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]], originally by [https://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
[[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
[[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
[[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
[http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
[http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
[http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
[http://mattmullen.net/files/ue.zip UE]&lt;br /&gt;
&amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
[[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
[http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
[[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
[[User:Spike#Base_Fixer|Base Fixer]] is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFO Extender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
[[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT]...&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84270</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=84270"/>
		<updated>2017-03-11T21:10:31Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Obscure (Not available at StrategyCore) tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]], originally by [https://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
[[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
[[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
[[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
[http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
[http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
[http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not listed at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
[http://mattmullen.net/files/ue.zip UE]&lt;br /&gt;
&amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
[[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
[http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
[[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
[[User:Spike#Base_Fixer|Base Fixer]] is a python script that can fix x-com EU&#039;s various radar &amp;amp; paying for dirt bugs. Although it has been largely obsoleted by UFOextender and doesn&#039;t work on TFTD, it has the advantage of being usable on the DOS version. It requires a modified linker for use with XcomUtil versions beyond 9.6, available [http://pastebin.com/HpgtTLwY here].&lt;br /&gt;
&lt;br /&gt;
[[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT]...&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:GUS_Music_in_Dosbox&amp;diff=78514</id>
		<title>Talk:GUS Music in Dosbox</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:GUS_Music_in_Dosbox&amp;diff=78514"/>
		<updated>2017-02-01T00:47:43Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been silently watched this wiki for ages but This GUS audio sounds iteresting. I have the steam version of tftd and in my dosbox.conf I have gus=true&lt;br /&gt;
&lt;br /&gt;
And reading the todo section about having a command line interface to set sound. If you add xcomutil you get a picker for changing sound.&lt;br /&gt;
&lt;br /&gt;
Perhaps we should have some sample sound clips showing with and without GUS.&lt;br /&gt;
&lt;br /&gt;
- [[User:Harre|Harre]] 06:14, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s been a while since I used XComutil, does it now allow access to the audio setup? -[[User:NKF|NKF]] 07:50, 18 August 2013 (EDT)&lt;br /&gt;
:: Yep, you get a startup menu with follwing items:&lt;br /&gt;
 1. Run XcomUtil Setup&lt;br /&gt;
 2. Play X-Com&lt;br /&gt;
 3. X-Com Sound Setup&lt;br /&gt;
 4. Command prompt (REM:ed by default in the modified terror.bat file)&lt;br /&gt;
 U. Uninstall XcomUtil&lt;br /&gt;
 X. Exit to Windows&lt;br /&gt;
- [[User:Harre|Harre]] 08:38, 20 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just changed x-com tftd to use Gravis Ultrasound and the difference is huge! however, it seems to disable the movie-cut scenes and instead shows the picture-slide cutscenes. I&#039;ll try upload some Youtube samples.&lt;br /&gt;
- [[User:Harre|Harre]] 10:04, 20 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some samples showing GUS in action:&lt;br /&gt;
* http://www.youtube.com/watch?v=GoxbuLeU6FY&lt;br /&gt;
* http://www.youtube.com/watch?v=lQAP-0e8pmc&lt;br /&gt;
Feel free to use em on the main GUS-page&lt;br /&gt;
- [[User:Harre|Harre]] 04:05, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Cheers for that. I&#039;m right in the middle of updating everything again, so will stick those in. &lt;br /&gt;
&lt;br /&gt;
: On your movie cutscene issue, try making a blank file in something like Notepad and save the file as cdspeed.dat and store it in your Sound\ folder. The animated sequences use their own recordings of the music so won&#039;t be affected by using the GUS. -[[User:NKF|NKF]] 05:16, 21 August 2013 (EDT)&lt;br /&gt;
:: Your new update looks neat! Good job! However the cdspeed.dat file-trick didn&#039;t help. It seems that having sound effects configured to use GUS disables the animated sequences as setting just sound effects back to soundblaster and keeping GUS for music gives animated sequences and GUS-music. I didn&#039;t notice any difference in having GUS for sound-effects so that setup is a working workaround. - [[User:Harre|Harre]] 09:11, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Had a quick test on my setup. Guess the GUS does halt the movies for some reason. Oh well, since it doesn&#039;t have much of an effect for the SFX I may as well make a note of it. -[[User:NKF|NKF]] 02:33, 22 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hey, has anyone else had the issue of X-COM (both UFO &amp;amp; TFTD) making popping sounds on rare occasions when used in conjunction with GUS? I tried looking it up but the only solution I found was [http://forums.steampowered.com/forums/archive/index.php/t-822658.html here], in which they tell you to disable GUS emulation in DOSBox&#039;s settings (not really much of a solution if you ask me). --[[User:3371-Alpha|3371-Alpha]] ([[User talk:3371-Alpha|talk]]) 00:47, 1 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=73238</id>
		<title>Game Editors</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Editors&amp;diff=73238"/>
		<updated>2017-01-21T02:41:06Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: Reorganized various parts of page as well as added some mods listed here: http://www.strategycore.co.uk/forums/topic/11349-mod-link-requests/ in order to make list more permanent. Further work needed!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of some 3rd party software that can be used to manipulate UFO:Enemy Unknown (some also work on TFTD). &lt;br /&gt;
&lt;br /&gt;
= X-COM Specific =&lt;br /&gt;
&lt;br /&gt;
== Popular Tools ==&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]], originally by [https://sites.google.com/site/stjones/xcomutil Scott Jones] and now being updated by BladeFireLight, can perform many useful fixes and changes to both EU and TFTD. It can also create hybrid games that mix the terrain from both games. Most changes are relatively easy using the XcuSetup.bat script. Others are harder and require you to edit text configuration files. The interface is currently being updated to a new, much improved version, making this easier to use and reliable, as well as powerful. It works with Steam distributions and DOSBox.&lt;br /&gt;
&lt;br /&gt;
[[UFOextender|UFO Extender]] for the Windows Gold (CE) edition of the game, fixes numerous bugs and provides a large number of useful gameplay enhancements. It also includes options to play alternate scenarios and rules for making the game harder  (or easier). It works with the Steam distribution, which does include the Windows version. (Developed by [[user:Seb76|Seb76]] and currently being updated by [[user:Morgan525|Tycho]]) &lt;br /&gt;
&lt;br /&gt;
[[TFTDextender|TFTD Extender]] for the Windows edition of Terror From the Deep. It provides a many of the same enhancements as UFO Extender, while correcting many of the problems and offering new options for gameplay specific to this game. (Developed by Tycho from Seb76&#039;s UFOloader) &lt;br /&gt;
&lt;br /&gt;
[[User:Bomb Bloke|Bomb Bloke]] has a handy collection of tools on this site, for doing all sorts of customising. The Battlescape Editor is an excellent visual editor for adding, removing and changing units and items on a particular saved game, including changing the stats of weapons and other items. Also includes tools for modding uniforms, graphics/artwork, and other useful goodies.&lt;br /&gt;
&lt;br /&gt;
[http://www.stonepool.com/xcom/ XCOMHack and other tools] by Chris Voss ([[User:Hatfarm|Hatfarm]]). XComHack is a VB program that can edit soldiers, bases, craft, diplomacy and global factors such as money. Pretty much everything that ClarkWehyr can do and easy to use. It is a Visual Basic Forms application and the source code is available to extend. This is probably the easiest to use saved game editor, as it uses a standard GUI familiar to most people. The TFTD version does not have as many features as the UFO version. There are also some more powerful utilities available here to edit &amp;amp; patch the UFO executable - UFO Mod and Patch Maker.&lt;br /&gt;
&lt;br /&gt;
[http://www.3clarks.com/ClarkWehyr/files/cwxce152.zip ClarkWehr editor]. This is an old soldier and base editor for XCOM and TFTD. Reportedly has some bugs. It has a GUI but it is character-mode DOS type of GUI. Also has command line switches so you can run it in batch mode. Lots of features including a Soldier Exporter (to spreadsheet).&lt;br /&gt;
&lt;br /&gt;
[http://www.bladefirelight.com/ SDump] XcomUtil also includes a utility called SDump. This is a hex dumper / patcher that is configured for XCom. Very technical and old skool but very powerful. Use with care and read the manual first. Probably only usable by old skool programmers. For many patches (eg craft, tank, weapon and alien stats) it will be easier just to modify the xcomutil.cfg file.&lt;br /&gt;
&lt;br /&gt;
There&#039;s at least one editor that allows you to change the weapons: [http://www.jennana.com/projects/xcomed.php XComEd].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;You can find many more X-COM game editors, cheats and mods over at StrategyCore&#039;s [http://www.strategycore.co.uk/files/index.php?cid=3 Files Section].&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obscure (Not available at StrategyCore) tools ==&lt;br /&gt;
&lt;br /&gt;
[http://mattmullen.net/files/ue.zip UE]&lt;br /&gt;
&amp;lt;b&amp;gt;(Link Broken!)&amp;lt;/b&amp;gt; Matt Mullen&#039;s UE editor, just for editing bases and money. A very simple DOS character mode &amp;quot;GUI&amp;quot;. This also comes with source code and is written (nicely) in C. Nice.&lt;br /&gt;
&lt;br /&gt;
[[User:Necuno|UFO Classes]] (by Necuno) lets you manage the selection, deployment and training of soldiers via a concept of &#039;&#039;classes&#039;&#039; and &#039;&#039;levels&#039;&#039;, rather than having to micromanage soldiers based on all their specific stats. Works only with EU, not TFTD.&lt;br /&gt;
&lt;br /&gt;
[http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip SuperMen] is a simple utility that turns your soldiers to, well, supermen.&lt;br /&gt;
&lt;br /&gt;
[[User:Volutar#World.dat_editor|World.DAT editor]] (by Volutar) is a tool for viewing and editing of [[WORLD.DAT]] globe data (just visual poly mesh + terrain types).&lt;br /&gt;
&lt;br /&gt;
[[MCDEdit|MCD editor]] (by Volutar) is a tool for viewing and editing of the terrain tilesets (MCD+PCK).&lt;br /&gt;
&lt;br /&gt;
= Useful Generic File Editors =&lt;br /&gt;
&lt;br /&gt;
== User-defined Parsers ==&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20010606160433/http://sen.gidkuzbass.ru/ StructLook] - Structured Files Viewer by SEN. Ancient (last v.4.30 shareware/nagware from 1999, runs fine in DOS Box) tool. Very powerful - you can have arbitrarily defined bitfields, offsets relative to the end of a variable-sized table of offsets, etc... Also limited, mainly due to restrictions DOS imposed on all the buffers it needs, and the tiny DOS console.&lt;br /&gt;
&lt;br /&gt;
* [https://gna.org/projects/dataworkshop/ DataWorkshop] - an attempt to do the same under Java and use XPath query language, too. Lived to 2005 and dropped into hibernation, but it works and it&#039;s inherently multi-platform.&lt;br /&gt;
&lt;br /&gt;
* [http://ff-extractor.sourceforge.net/ ffe] - flat file extractor. Reads and converts contents of a file, including from binary to readable table. Currently beta (0.3.4 - 0.3.5), thus many features you&#039;d like to see in such a tool are absent. Not limited to &amp;quot;one type of fixed sized record&amp;quot; files (like [[MCD]] or [[OBDATA.DAT]]), but works best on them. For example, if you try to read map files with it, you&#039;ll have a problem, mainly from differently-sized header, inability to restrict it to where it belongs and troubles with zero (0x00) character. Also, it&#039;s a reader, not writer, at best it can tell you offset and hex dump for what you want to poke. On the upside, it can filter records on output, thus can be helpful for analysis.&lt;br /&gt;
&lt;br /&gt;
* [http://wayback.archive.org/web/20031213063645/http://pw1.netcom.com/~jhartman/ Universal Game Editor] (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries). It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (abandoned nagware).&lt;br /&gt;
&lt;br /&gt;
* Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
* [http://construct.readthedocs.org/en/latest/ Construct] parsing library for Python. It&#039;s still programming, but straightforward and clean enough that at this point source text is not far from pure structure descriptions. If you are planning to write an editor, consider the benefits of using this.&lt;br /&gt;
&lt;br /&gt;
== Disassembling Viewers ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.hiew.ru/ Hiew] (Hacker&#039;s View) by SEN. Even &amp;quot;demo&amp;quot; version is more than powerful enough for DOS software, it just doesn&#039;t allow convenient things like macros.&lt;br /&gt;
&lt;br /&gt;
* [http://hte.sourceforge.net/ HT]...&lt;br /&gt;
&lt;br /&gt;
* Mikael &#039;Fluff&#039; Klasson makes [http://mklasson.com/hexit.php HexIt]. Useful for guessing what the game engine is trying to do and deducing game mechanics (or bugs). HexIt is freeware, though there is a suggested donation if you find it useful.&lt;br /&gt;
&lt;br /&gt;
== Hex Editors ==&lt;br /&gt;
There are many. Windows user go [http://www.softpedia.com/downloadTag/binary%20editor here], Linux users [http://www.linuxlinks.com/Software/Editors/Hex/ here]. Some of those tried by Ufopaedia users are here:&lt;br /&gt;
&lt;br /&gt;
* [[MS-Edit]] MS-Edit is a simple text editor that can be used to manipulate binary data. While a very old program dating back to the days of MS-DOS, recent versions of Windows up to XP still come bundled this program. It offers a binary mode that, while very unconventional, can be used to manipulate binary data in files. With knowledge of the game file structures and the nuances of how MS-Edit works, you can go right to the source and exact changes as you see fit in practically any game file.&lt;br /&gt;
&lt;br /&gt;
* [http://mklasson.com/hexit.php HexIt] by Mikael Klasson is a free and powerful hex editor. Donation suggested if you use it a lot. It also has a decompiler view if you want to try to figure out what the executable is doing.&lt;br /&gt;
&lt;br /&gt;
* [http://frhed.sourceforge.net/ Frhed] is a free, open source hex editor that works well.&lt;br /&gt;
&lt;br /&gt;
* HxD : This is a very simple but powerful HexEditing tool. You can get the freeware version here: [http://mh-nexus.de/en/hxd].&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Command Prompt]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GUS_Music_in_Dosbox&amp;diff=73232</id>
		<title>GUS Music in Dosbox</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GUS_Music_in_Dosbox&amp;diff=73232"/>
		<updated>2017-01-21T02:15:27Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: Fixed minor typo from last edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page explains how to configure the dos versions of UFO/TFTD to play their midi music through Dosbox&#039;s &#039;&#039;Gravis Ultrasound&#039;&#039; emulation. Though not as good as the live orchestra music of the Playstation version, it provides a big improvement in the quality of the music. &lt;br /&gt;
&lt;br /&gt;
For an example of the GUS in action, see: &lt;br /&gt;
&lt;br /&gt;
TFTD&lt;br /&gt;
* http://www.youtube.com/watch?v=GoxbuLeU6FY&lt;br /&gt;
* http://www.youtube.com/watch?v=lQAP-0e8pmc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is GUS? ==&lt;br /&gt;
&lt;br /&gt;
The Gravis Ultra Sound or GUS was a sound card produced by Advanced Gravis Computer Technology, who were best known for their Gravis PC Gamepad. One of the features of the GUS is its ability to use real world sound samples instead of digitally generated instruments. This allows for a richer quality of sound when playing midi sound files. &lt;br /&gt;
&lt;br /&gt;
For more history on this sound card you can refer to the [http://en.wikipedia.org/wiki/Gravis_Ultrasound Gravis Ultrasound] article on Wikipedia. &lt;br /&gt;
&lt;br /&gt;
== Dosbox and GUS ==&lt;br /&gt;
&lt;br /&gt;
Dosbox, which the Dos versions of X-COM [[X-COM|UFO]] and [[TFTD|Terror From the Deep]] depend on to run on modern computers, has the ability to emulate a variety of sound cards, including the Gravis Ultra Sound. &lt;br /&gt;
&lt;br /&gt;
Due to incompatibilities in licenses, Dosbox distributions do not come packaged with GUS patches by default. These need to be installed separately. Without the GUS patches any midi playback through the GUS will usually result in silence. Some Dos games may provide their own sounds patches, however X-COM UFO and TFTD do not. &lt;br /&gt;
&lt;br /&gt;
== Setting up Dosbox with the GUS patches==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;16&amp;quot;&amp;gt;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
You will first need to obtain a copy of the GUS patches to use with Dosbox. Refer to huggybaby2&#039;s Ready-To-Use Ultrasnd folders:&lt;br /&gt;
&lt;br /&gt;
http://www.dosgames.com/forum/about10574.html&lt;br /&gt;
&lt;br /&gt;
The first post will point you to where you can obtain the pre-compiled patches. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For those concerned with the legality of obtaining the patches, the GUS patches are available to download via the Gravis FTP site. The file obtained through the above link has the patches pre-compiled and ready to go. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 2&lt;br /&gt;
|-&lt;br /&gt;
| Unpack the compressed file. Note that is in RAR format. If you are unable to unpack this format, you may want to obtain a file compression utility that supports RAR archives such as [http://sourceforge.net/projects/sevenzip/?source=pdlp 7-Zip].  &lt;br /&gt;
&lt;br /&gt;
Once the file is unpacked you will get two folders:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;ULTRASND411&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;ULTRASNDPPL161&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are two sets of GUS patches. Pick one to use. &lt;br /&gt;
&lt;br /&gt;
The main difference between the patches is in how some instruments sound. You may want to experiment with the two patches and find the one that you think sounds best. ULTRASND411 is the stock patch and may prove to be more stable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional:&#039;&#039;&#039; Rename the folder of the patch you want to use to &#039;&#039;&#039;ULTRASND&#039;&#039;&#039;. This will allow easy swapping between the two patches by just renaming the folders rather than having to edit the Dosbox .conf file each time. &lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 3&lt;br /&gt;
|-&lt;br /&gt;
| Store these two folders somewhere easy to access. &lt;br /&gt;
&lt;br /&gt;
* The easiest solution is to use the same folder that Dosbox will be mounting as its virtual C: drive. This could either be a combined folder where all your Dos games are stored, such as DOSGAMES\, or in the game folder itself. Note that if you store the patches in the game folder that you will want to make copies of the patches for each game. &lt;br /&gt;
&lt;br /&gt;
* If stored outside of the virtual C: drive, you will have to instruct Dosbox to mount a new virtual drive just for them. This can be achieved by altering the Dosbox .conf file and adding a &#039;&#039;&#039;mount&#039;&#039;&#039; command in the &amp;lt;nowiki&amp;gt;[autoexec]&amp;lt;/nowiki&amp;gt; section to create a new virtual drive. &lt;br /&gt;
&lt;br /&gt;
For instructions on how to do this, refer to the Dosbox documentation or the [http://www.dosbox.com/wiki/MOUNT MOUNT] article on the official Dosbox wiki. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 4&lt;br /&gt;
|-&lt;br /&gt;
| The next step is to alter Dosbox&#039;s configuration file to enable its GUS support. &lt;br /&gt;
&lt;br /&gt;
For a normal Dosbox configuration you can directly edit the main Dosbox .conf file with a text editor. &lt;br /&gt;
&lt;br /&gt;
If you have a version of the game that has is pre-packaged with its own copy of Dosbox, such as the Steam release, you will need to open its respective .conf file. Have a look in the game folder for a Dosbox folder. &lt;br /&gt;
&lt;br /&gt;
In the Dosbox .conf file, go to the &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;[GUS]&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; heading &lt;br /&gt;
&lt;br /&gt;
*Alter the line &#039;&#039;&#039;gus=false&#039;&#039;&#039; to &#039;&#039;&#039;gus=true&#039;&#039;&#039; if it isn&#039;t already set. &lt;br /&gt;
&lt;br /&gt;
*Alter &#039;&#039;&#039;ultradir=C:\ULTRASND&#039;&#039;&#039; to point to the directory or virtual drive where you can find the patches. &lt;br /&gt;
&lt;br /&gt;
Once done, save the file. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TIP:&#039;&#039;&#039; If you use Dosbox through its command line interface, you can also use the &#039;&#039;&#039;SET&#039;&#039;&#039; command to manually set the &#039;&#039;ultradir&#039;&#039; environment variable. This is a quick way to switch between the patches without leaving the Dosbox session.  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setting up UFO/TFTD to use the GUS==&lt;br /&gt;
&lt;br /&gt;
Now that Dosbox is set up to use the GUS, you will now have to set up UFO/TFTD to use it as well. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;16&amp;quot;&amp;gt;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 1&lt;br /&gt;
|-&lt;br /&gt;
| Go to the game directory and run &#039;&#039;&#039;SETUP.EXE&#039;&#039;&#039;. When it loads, you will be asked to configure the sound cards that will play the sound effects and the music. Use the cursor keys and enter to navigate through the options, and the escape key to back out of any screen. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Width =&amp;quot;20%&amp;quot; | [[File:Gus setup1.png]]&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot;| Step 2&lt;br /&gt;
|-&lt;br /&gt;
|The first card you set will be for sound effect output. Typical selections include the &#039;&#039;&#039;Soundblaster&#039;&#039;&#039; (8-bit mono) or &#039;&#039;&#039;Soundblaster Pro&#039;&#039;&#039; (16-bit stereo) &lt;br /&gt;
&lt;br /&gt;
You will be asked to set the Port, IRQ and DMA. Dosbox normally uses the following settings:&amp;lt;br&amp;gt;&lt;br /&gt;
::Port:&#039;&#039;&#039;220&#039;&#039;&#039;&lt;br /&gt;
::IRQ : &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
::DMA : &#039;&#039;&#039;1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Alternatively you can also choose the &#039;&#039;&#039;Ultrasound&#039;&#039;&#039; / &#039;&#039;&#039;Gravis Ultrasound&#039;&#039;&#039; for this step, which will not require the above settings. Note however that the sound quality is no better than the SB Pro and &#039;&#039;it will disable the [[Enabling cinematics (TFTD)|animated sequences]] in TFTD&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| [[File:Gus setup2.png]]&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 3&lt;br /&gt;
|- &lt;br /&gt;
|You will be asked to set the max number of channels. This refers to how many sound effects can play at the same time. You can select between 1 and 8 channels. &lt;br /&gt;
&lt;br /&gt;
If you find you get very loud gunshots or screams during the alien turn, try reducing  the channels to 4 or less. The loudness is caused by many instances of the same sound effect being played at the same time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:Gus setup3.png]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 4&lt;br /&gt;
|-&lt;br /&gt;
| When asked to swap your audio, set it to NO unless your sound effects are reversed during the game. &lt;br /&gt;
&lt;br /&gt;
|[[File:Gus setup4.png]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot;| Step 5&lt;br /&gt;
|-&lt;br /&gt;
| Finally you will need to configure the Music Board. Select &#039;&#039;&#039;Ultrasound&#039;&#039;&#039; for UFO or &#039;&#039;&#039;Gravis Ultrasound&#039;&#039;&#039; for TFTD. When you hit enter, the sound setup will close and save your settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:Gus setup5.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat the above steps as needed if you need to adjust or revert your sound card settings. Your games will now be configured to use the GUS. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Running SETUP.EXE through Dosbox == &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SETUP.EXE&#039;&#039;&#039; will very likely not be able to run natively on modern operating systems. To bypass this, you can run it through Dosbox. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command Line&#039;&#039;&#039;: For those that mainly use Dosbox through its command line console, just go to your UFO/TFTD directory and run SETUP directly.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil&#039;&#039;&#039;: For [[XcomUtil]] users, the latest version provides access to the sound setup from its menu when you launch the game with &#039;&#039;&#039;runxcom.bat&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Steam&#039;&#039;&#039; (and similar bundles): For the Steam and similar packages that have the games run through Dosbox transparently will need to make some temporary alterations to the .conf file. The rest of this section explains how to do this. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Open your Dosbox .conf file and go to its &amp;lt;nowiki&amp;gt;[autoexec]&amp;lt;/nowiki&amp;gt; section. &lt;br /&gt;
&lt;br /&gt;
The second-to-last line will typically have the command to launch the game, either &#039;&#039;&#039;ufo&#039;&#039;&#039; or &#039;&#039;&#039;ufo.bat&#039;&#039;&#039; for Enemy Unknown/UFO Defense and &#039;&#039;&#039;terror&#039;&#039;&#039; or &#039;&#039;&#039;terror.com&#039;&#039;&#039; for TFTD. The last line will have &#039;&#039;&#039;Exit&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These lines need to be altered slightly so that the .conf file launches the sound setup or the command line console instead. &lt;br /&gt;
&lt;br /&gt;
Start by adding the word &#039;&#039;&#039;REM&#039;&#039;&#039; in front of the line that launches the game. REM means REMark, it turns the line into a comment and the line will have no effect when Dosbox runs it. &lt;br /&gt;
&lt;br /&gt;
From here, if you would prefer to work from the command line console, REM out the &#039;&#039;&#039;exit&#039;&#039;&#039; as well and save the .conf file. Once you have run the sound setup, go back and edit .conf file again and remove the lines you REM&#039;d out. &lt;br /&gt;
&lt;br /&gt;
If you want to just launch the sound setup directly and bypass the console, REM out the line that runs the game and insert a new line before or after it and and type &#039;&#039;&#039;setup&#039;&#039;&#039;. Now save the .conf file. Launching the game will now load the sound setup instead of the game. When you are done with the sound setup, go back into the .conf file and delete or even REM out the line to run the setup. Finally remove the REM from the line that runs the game and save the file. &lt;br /&gt;
&lt;br /&gt;
== Finishing up == &lt;br /&gt;
&lt;br /&gt;
With everything set up, the game will now start playing midi music via GUS emulation. Enjoy the difference. Note that one negative side effect of using the GUS for midi music playback is that the game will take a few seconds longer to start than usual as it needs to load the audio patch. &lt;br /&gt;
&lt;br /&gt;
Note that if you have any other Dos games that can take advantage of the GUS, you can adapt the procedures mentioned above. &lt;br /&gt;
&lt;br /&gt;
== See Also== &lt;br /&gt;
&lt;br /&gt;
* [http://www.dosbox.com/ Dosbox] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Enabling_cinematics_(TFTD)&amp;diff=73222</id>
		<title>Enabling cinematics (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Enabling_cinematics_(TFTD)&amp;diff=73222"/>
		<updated>2017-01-20T23:18:16Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: /* Gravis Ultrasound */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When the DOS version of [[TFTD|Terror From the Deep]] was introduced on CD-ROM, it offered two options to install the game. A partial or full install. The partial installed only installed the necessary files and the rest of the files were read directly off the CD-ROM. Unique to this installation was that it had animated videos for the intro, failure and outro. &lt;br /&gt;
&lt;br /&gt;
The full hard disk install installed all the game files, but to conserve hard-drive space used screen captures from the videos with text narration.&lt;br /&gt;
&lt;br /&gt;
Today&#039;s hard drive space restrictions are much more lenient than they were during the dark ages of home computers. Creating a true &#039;&#039;Full Installation&#039;&#039; for the Dos version of the game is explained in this article. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Enabling the animations ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dos Hard Drive install===&lt;br /&gt;
&lt;br /&gt;
This assumes you are working with the full installation of the game, installed from the CD-ROM or Floppy Disks. You will require the CD-ROM or a copy of the Windows version of TFTD to obtain the animation files. &lt;br /&gt;
&lt;br /&gt;
# Copy the ANIMS\ folder from the CD-ROM into the game directory&lt;br /&gt;
# Create a file called cdspeed.dat and place it in the SOUND\ directory. See below for more information. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &lt;br /&gt;
* The second step is very important, otherwise it will continue to play the intro slides. &lt;br /&gt;
* These steps will also work for the Steam version of TFTD if you are having trouble running the animations from its Dos executable through Dosbox. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===CD Install===&lt;br /&gt;
This assumes you started with the CD install to get the animation to run and now want to convert the game into a full install. &lt;br /&gt;
&lt;br /&gt;
# Copy all of the folders on the CD-ROM that were not copied over into the hard drive installation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039;  &lt;br /&gt;
* Some steps may be missing at this time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOUND\CDSPEED.DAT ==&lt;br /&gt;
CDSPEED.DAT is 2 bytes in length and stores a 16-bit value that represents the speed of your CD-ROM drive.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, this file is created by CDSPEED.EXE. CDSPEED.EXE is a program used by the partial install to gauge the speed of your CD-ROM Drive. The contents of this file however aren&#039;t really important for getting the hard disk installation working with the animations.&lt;br /&gt;
&lt;br /&gt;
To create this file, the easiest method is use any plain text editor and save a blank file as CDSPEED.DAT. Alternately, you can also copy a random file and rename it as CDSPEED.DAT. &lt;br /&gt;
&lt;br /&gt;
== Reverting to Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
If for some reason you wish to revert to the cutscene introduction, simply delete or rename cdspeed.dat and make sure that the FLOP_INT folder with the slideshow images is present.&lt;br /&gt;
&lt;br /&gt;
== Gravis Ultrasound ==&lt;br /&gt;
&lt;br /&gt;
If you set TFTD&#039;s sound effect soundcard to the [[GUS Music in Dosbox|Gravis Ultrasound (GUS)]] in TFTD&#039;s sound setup, the game will revert to the cutscene introduction even if the animations are enabled.&lt;br /&gt;
&lt;br /&gt;
== Misc == &lt;br /&gt;
&lt;br /&gt;
Though not necessary, you can also rename the FLOP_INT folder to FLOP_IN to hide it from the game. That is where all the slide-show images are stored. &lt;br /&gt;
&lt;br /&gt;
You also get the animations to play if you run the game&#039;s setup and set no sound to both SFX and Midi output. In this case, the [[CDSPEED.DAT]] file is not necessary. This method is not desirable unless you want to run a silent game.&lt;br /&gt;
&lt;br /&gt;
2012-08-13 I&#039;ve found you don&#039;t need to set it silent, you just need to set Sound output to something other than &#039;Gravis Ultrasound&#039;. I presume the technical limitations (lack of direct DAC) that make this card useless in the modern era also prevent TFTD from playing it&#039;s cinematics. I&#039;ve got the cinematics working in DOSBox with both SB16 sound/MT32 music and SB16 sound/GUS music.&lt;br /&gt;
&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GUS_Music_in_Dosbox&amp;diff=73221</id>
		<title>GUS Music in Dosbox</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GUS_Music_in_Dosbox&amp;diff=73221"/>
		<updated>2017-01-20T23:15:24Z</updated>

		<summary type="html">&lt;p&gt;3371-Alpha: Added link to &amp;quot;Enabling cinematics (TFTD)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page explains how to configure the dos versions of UFO/TFTD to play their midi music through Dosbox&#039;s &#039;&#039;Gravis Ultrasound&#039;&#039; emulation. Though not as good as the live orchestra music of the Playstation version, it provides a big improvement in the quality of the music. &lt;br /&gt;
&lt;br /&gt;
For an example of the GUS in action, see: &lt;br /&gt;
&lt;br /&gt;
TFTD&lt;br /&gt;
* http://www.youtube.com/watch?v=GoxbuLeU6FY&lt;br /&gt;
* http://www.youtube.com/watch?v=lQAP-0e8pmc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is GUS? ==&lt;br /&gt;
&lt;br /&gt;
The Gravis Ultra Sound or GUS was a sound card produced by Advanced Gravis Computer Technology, who were best known for their Gravis PC Gamepad. One of the features of the GUS is its ability to use real world sound samples instead of digitally generated instruments. This allows for a richer quality of sound when playing midi sound files. &lt;br /&gt;
&lt;br /&gt;
For more history on this sound card you can refer to the [http://en.wikipedia.org/wiki/Gravis_Ultrasound Gravis Ultrasound] article on Wikipedia. &lt;br /&gt;
&lt;br /&gt;
== Dosbox and GUS ==&lt;br /&gt;
&lt;br /&gt;
Dosbox, which the Dos versions of X-COM [[X-COM|UFO]] and [[TFTD|Terror From the Deep]] depend on to run on modern computers, has the ability to emulate a variety of sound cards, including the Gravis Ultra Sound. &lt;br /&gt;
&lt;br /&gt;
Due to incompatibilities in licenses, Dosbox distributions do not come packaged with GUS patches by default. These need to be installed separately. Without the GUS patches any midi playback through the GUS will usually result in silence. Some Dos games may provide their own sounds patches, however X-COM UFO and TFTD do not. &lt;br /&gt;
&lt;br /&gt;
== Setting up Dosbox with the GUS patches==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;16&amp;quot;&amp;gt;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
You will first need to obtain a copy of the GUS patches to use with Dosbox. Refer to huggybaby2&#039;s Ready-To-Use Ultrasnd folders:&lt;br /&gt;
&lt;br /&gt;
http://www.dosgames.com/forum/about10574.html&lt;br /&gt;
&lt;br /&gt;
The first post will point you to where you can obtain the pre-compiled patches. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For those concerned with the legality of obtaining the patches, the GUS patches are available to download via the Gravis FTP site. The file obtained through the above link has the patches pre-compiled and ready to go. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 2&lt;br /&gt;
|-&lt;br /&gt;
| Unpack the compressed file. Note that is in RAR format. If you are unable to unpack this format, you may want to obtain a file compression utility that supports RAR archives such as [http://sourceforge.net/projects/sevenzip/?source=pdlp 7-Zip].  &lt;br /&gt;
&lt;br /&gt;
Once the file is unpacked you will get two folders:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;ULTRASND411&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;ULTRASNDPPL161&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are two sets of GUS patches. Pick one to use. &lt;br /&gt;
&lt;br /&gt;
The main difference between the patches is in how some instruments sound. You may want to experiment with the two patches and find the one that you think sounds best. ULTRASND411 is the stock patch and may prove to be more stable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional:&#039;&#039;&#039; Rename the folder of the patch you want to use to &#039;&#039;&#039;ULTRASND&#039;&#039;&#039;. This will allow easy swapping between the two patches by just renaming the folders rather than having to edit the Dosbox .conf file each time. &lt;br /&gt;
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|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 3&lt;br /&gt;
|-&lt;br /&gt;
| Store these two folders somewhere easy to access. &lt;br /&gt;
&lt;br /&gt;
* The easiest solution is to use the same folder that Dosbox will be mounting as its virtual C: drive. This could either be a combined folder where all your Dos games are stored, such as DOSGAMES\, or in the game folder itself. Note that if you store the patches in the game folder that you will want to make copies of the patches for each game. &lt;br /&gt;
&lt;br /&gt;
* If stored outside of the virtual C: drive, you will have to instruct Dosbox to mount a new virtual drive just for them. This can be achieved by altering the Dosbox .conf file and adding a &#039;&#039;&#039;mount&#039;&#039;&#039; command in the &amp;lt;nowiki&amp;gt;[autoexec]&amp;lt;/nowiki&amp;gt; section to create a new virtual drive. &lt;br /&gt;
&lt;br /&gt;
For instructions on how to do this, refer to the Dosbox documentation or the [http://www.dosbox.com/wiki/MOUNT MOUNT] article on the official Dosbox wiki. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 4&lt;br /&gt;
|-&lt;br /&gt;
| The next step is to alter Dosbox&#039;s configuration file to enable its GUS support. &lt;br /&gt;
&lt;br /&gt;
For a normal Dosbox configuration you can directly edit the main Dosbox .conf file with a text editor. &lt;br /&gt;
&lt;br /&gt;
If you have a version of the game that has is pre-packaged with its own copy of Dosbox, such as the Steam release, you will need to open its respective .conf file. Have a look in the game folder for a Dosbox folder. &lt;br /&gt;
&lt;br /&gt;
In the Dosbox .conf file, go to the &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;[GUS]&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; heading &lt;br /&gt;
&lt;br /&gt;
*Alter the line &#039;&#039;&#039;gus=false&#039;&#039;&#039; to &#039;&#039;&#039;gus=true&#039;&#039;&#039; if it isn&#039;t already set. &lt;br /&gt;
&lt;br /&gt;
*Alter &#039;&#039;&#039;ultradir=C:\ULTRASND&#039;&#039;&#039; to point to the directory or virtual drive where you can find the patches. &lt;br /&gt;
&lt;br /&gt;
Once done, save the file. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TIP:&#039;&#039;&#039; If you use Dosbox through its command line interface, you can also use the &#039;&#039;&#039;SET&#039;&#039;&#039; command to manually set the &#039;&#039;ultradir&#039;&#039; environment variable. This is a quick way to switch between the patches without leaving the Dosbox session.  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setting up UFO/TFTD to use the GUS==&lt;br /&gt;
&lt;br /&gt;
Now that Dosbox is set up to use the GUS, you will now have to set up UFO/TFTD to use it as well. &lt;br /&gt;
&lt;br /&gt;
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{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;16&amp;quot;&amp;gt;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 1&lt;br /&gt;
|-&lt;br /&gt;
| Go to the game directory and run &#039;&#039;&#039;SETUP.EXE&#039;&#039;&#039;. When it loads, you will be asked to configure the sound cards that will play the sound effects and the music. Use the cursor keys and enter to navigate through the options, and the escape key to back out of any screen. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Width =&amp;quot;20%&amp;quot; | [[File:Gus setup1.png]]&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot;| Step 2&lt;br /&gt;
|-&lt;br /&gt;
|The first card you set will be for sound effect output. Typical selections include the &#039;&#039;&#039;Soundblaster&#039;&#039;&#039; (8-bit mono) or &#039;&#039;&#039;Soundblaster Pro&#039;&#039;&#039; (16-bit stereo) &lt;br /&gt;
&lt;br /&gt;
You will be asked to set the Port, IRQ and DMA. Dosbox normally uses the following settings:&amp;lt;br&amp;gt;&lt;br /&gt;
::Port:&#039;&#039;&#039;220&#039;&#039;&#039;&lt;br /&gt;
::IRQ : &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
::DMA : &#039;&#039;&#039;1&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Alternatively you can also choose the &#039;&#039;&#039;Ultrasound&#039;&#039;&#039; / &#039;&#039;&#039;Gravis Ultrasound&#039;&#039;&#039; for this step, which will not require the above settings. Note however that the sound quality is no better than the SB Pro and it will disable the [[Enabling cinematics (TFTD)|animated sequences]] in TFTD&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| [[File:Gus setup2.png]]&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 3&lt;br /&gt;
|- &lt;br /&gt;
|You will be asked to set the max number of channels. This refers to how many sound effects can play at the same time. You can select between 1 and 8 channels. &lt;br /&gt;
&lt;br /&gt;
If you find you get very loud gunshots or screams during the alien turn, try reducing  the channels to 4 or less. The loudness is caused by many instances of the same sound effect being played at the same time. &lt;br /&gt;
&lt;br /&gt;
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|[[File:Gus setup3.png]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot; | Step 4&lt;br /&gt;
|-&lt;br /&gt;
| When asked to swap your audio, set it to NO unless your sound effects are reversed during the game. &lt;br /&gt;
&lt;br /&gt;
|[[File:Gus setup4.png]]&lt;br /&gt;
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|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot;| Step 5&lt;br /&gt;
|-&lt;br /&gt;
| Finally you will need to configure the Music Board. Select &#039;&#039;&#039;Ultrasound&#039;&#039;&#039; for UFO or &#039;&#039;&#039;Gravis Ultrasound&#039;&#039;&#039; for TFTD. When you hit enter, the sound setup will close and save your settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:Gus setup5.png]]&lt;br /&gt;
|}&lt;br /&gt;
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Repeat the above steps as needed if you need to adjust or revert your sound card settings. Your games will now be configured to use the GUS. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Running SETUP.EXE through Dosbox == &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SETUP.EXE&#039;&#039;&#039; will very likely not be able to run natively on modern operating systems. To bypass this, you can run it through Dosbox. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command Line&#039;&#039;&#039;: For those that mainly use Dosbox through its command line console, just go to your UFO/TFTD directory and run SETUP directly.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil&#039;&#039;&#039;: For [[XcomUtil]] users, the latest version provides access to the sound setup from its menu when you launch the game with &#039;&#039;&#039;runxcom.bat&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Steam&#039;&#039;&#039; (and similar bundles): For the Steam and similar packages that have the games run through Dosbox transparently will need to make some temporary alterations to the .conf file. The rest of this section explains how to do this. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Open your Dosbox .conf file and go to its &amp;lt;nowiki&amp;gt;[autoexec]&amp;lt;/nowiki&amp;gt; section. &lt;br /&gt;
&lt;br /&gt;
The second-to-last line will typically have the command to launch the game, either &#039;&#039;&#039;ufo&#039;&#039;&#039; or &#039;&#039;&#039;ufo.bat&#039;&#039;&#039; for Enemy Unknown/UFO Defense and &#039;&#039;&#039;terror&#039;&#039;&#039; or &#039;&#039;&#039;terror.com&#039;&#039;&#039; for TFTD. The last line will have &#039;&#039;&#039;Exit&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These lines need to be altered slightly so that the .conf file launches the sound setup or the command line console instead. &lt;br /&gt;
&lt;br /&gt;
Start by adding the word &#039;&#039;&#039;REM&#039;&#039;&#039; in front of the line that launches the game. REM means REMark, it turns the line into a comment and the line will have no effect when Dosbox runs it. &lt;br /&gt;
&lt;br /&gt;
From here, if you would prefer to work from the command line console, REM out the &#039;&#039;&#039;exit&#039;&#039;&#039; as well and save the .conf file. Once you have run the sound setup, go back and edit .conf file again and remove the lines you REM&#039;d out. &lt;br /&gt;
&lt;br /&gt;
If you want to just launch the sound setup directly and bypass the console, REM out the line that runs the game and insert a new line before or after it and and type &#039;&#039;&#039;setup&#039;&#039;&#039;. Now save the .conf file. Launching the game will now load the sound setup instead of the game. When you are done with the sound setup, go back into the .conf file and delete or even REM out the line to run the setup. Finally remove the REM from the line that runs the game and save the file. &lt;br /&gt;
&lt;br /&gt;
== Finishing up == &lt;br /&gt;
&lt;br /&gt;
With everything set up, the game will now start playing midi music via GUS emulation. Enjoy the difference. Note that one negative side effect of using the GUS for midi music playback is that the game will take a few seconds longer to start than usual as it needs to load the audio patch. &lt;br /&gt;
&lt;br /&gt;
Note that if you have any other Dos games that can take advantage of the GUS, you can adapt the procedures mentioned above. &lt;br /&gt;
&lt;br /&gt;
== See Also== &lt;br /&gt;
&lt;br /&gt;
* [http://www.dosbox.com/ Dosbox] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>3371-Alpha</name></author>
	</entry>
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