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		<id>https://temp.ufopaedia.org/index.php?title=Wish_List_(EU)&amp;diff=90694</id>
		<title>Wish List (EU)</title>
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		<updated>2020-05-10T19:27:04Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* All Aircraft Weapons Useful */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-Com is a great game and as evidence just look to the fact this wiki exists even though the game pre-dates the internet. In all it&#039;s greatness X-Com has some elements and behaviors players wish they could change. This is a repository of those desires. Some day a fan mod may make your wish come true...&lt;br /&gt;
&lt;br /&gt;
= I Wish... =&lt;br /&gt;
State what you want AND what X-com does normally. Sign your name if you think &amp;quot;Oh man! That would be great!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Geoscape and Strategic ==&lt;br /&gt;
&lt;br /&gt;
=== Geoscape Location ===&lt;br /&gt;
&lt;br /&gt;
* X-Com bases only being able to be built within the borders of the Funding Nations. [[User:Amitakartok|amitakartok]]&lt;br /&gt;
&lt;br /&gt;
=== Aircraft ===&lt;br /&gt;
&lt;br /&gt;
==== Smarter Aircraft Movement Around Globe ====&lt;br /&gt;
I wish all craft understood the shortest distance between two points on a globe is a curved path towards the poles. Normally a craft goes in the opposite direction than it should (towards the equator). Pain in the ass when the base in the UK sends a craft to Siberia.&lt;br /&gt;
--[[User:Brunpal|Brunpal]]&lt;br /&gt;
&lt;br /&gt;
==== Smart Interception ====&lt;br /&gt;
&lt;br /&gt;
Aircraft intercepting a UFO just head straight toward the UFOs current position at all times. Unless the UFO is already on a head-on course, this results in the interceptor travelling through a closing parabolic spiral path, and often missing the UFO and ending up in a tail-chase, and then just falling further behind unless the UFO stops or reverses course. This is pretty basic stuff, fighter pilots have known how to do this better for nearly a hundred years. It is particularly important if the aircraft you are trying to intercept is moving faster than you (eg if you are flying an Interceptor). &lt;br /&gt;
&lt;br /&gt;
What is needed is to plot the UFO&#039;s current course and speed (which X-Com has from radar data), and plot an intercept course. The maths for this is pretty easy (the intersection of 2 vectors) and can be implemented in a few lines of code, if we can find out where the current interception algorithm is, and patch it. &lt;br /&gt;
&lt;br /&gt;
Actually the radar bearing shown on screen is only accurate to within 45 degrees. I presume that X-Com does actually know the UFO&#039;s bearing, since it can clearly track the UFO&#039;s movements. Finding where that variable is located might be different. &lt;br /&gt;
&lt;br /&gt;
While we&#039;re at it, it would be nice if the UFO detection information displayed the actual bearing in degrees, rather than just the compass direction (North East, South, etc). &lt;br /&gt;
&lt;br /&gt;
Even if the improved intercept algorithm only used a bearing accurate to within 45 degrees, that would still be better for remote UFOs. You might need to switch to &amp;quot;head straight for it&amp;quot; once you get to very close range. [[User:Spike|Spike]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== All Aircraft Weapons Useful ====&lt;br /&gt;
&lt;br /&gt;
In a balanced game, all weapons should have their uses, or at least a niche, but sadly this is not so:&lt;br /&gt;
&lt;br /&gt;
The Cannon is only useful for shooting down Small Scouts, and even that is practically impossible, due to the difficulty in closing to 10km range with any UFO, particularly the fast-accelerating Small Scout. The fact that its ammo takes 96 hours to arrive, when all other craft ammo types only take 48 hours, is a bizarre anomaly making the Cannon marginally even less useful - particularly since the time you would use it most is at the beginning of the game, when you do not have enough ammunition even to deploy the Cannon you already given. &lt;br /&gt;
&lt;br /&gt;
The Stingray is only really useful for forcing down Small Scouts (it usually avoids destroying them) and otherwise the Avalanche is better in every meaningful way. The Stingray also takes twice as long to rearm for some odd reason, making it operationally much worse than the Avalanche.&lt;br /&gt;
&lt;br /&gt;
The (unmodified) Laser Cannon is inferior to the Avalanche for more or less everything, apart from running cost. It does have a higher payload but this is hardly relevant (except perhaps in allowing the aircraft to remain on station longer, performing multiple engagements before entering the time-consuming refuel/re-arm cycle). If attacking a UFO that you would struggle to kill with Avalanches, you are unlikely to own an aircraft that would survive long enough to inflict more damage than an Avalanche when mounting Laser Cannon instead. &lt;br /&gt;
&lt;br /&gt;
The Fusion Ball Launcher has a [[Talk:Craft_Armaments#Fusion_Balls_better_than_Plasma_Beams.3F|possible niche]] in fighting Battleships when mounted on Interceptors. Even then, it is difficult and expensive to have aircraft configured to fight only one enemy. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the optimum path for craft weapon development is all-Avalanche followed by all-Plasma Beam. This is a shame. &lt;br /&gt;
&lt;br /&gt;
Suggestions to &#039;tune up&#039; the other weapons (see link below for latest suggestions/detail):&lt;br /&gt;
&lt;br /&gt;
*Cannon - Increase the damage to 15 and 50% hit. So at least there is a pay-off if you manage to get in close. &lt;br /&gt;
*Stingray - Raise Stingray accuracy to 80% but drop Avalanche to 60%. Double the rearm rate so it can be reloaded as fast as an Avalanche launcher.&lt;br /&gt;
*Laser Cannon - increase accuracy to 50% and damage to 100. &lt;br /&gt;
*FBL - increase the ammo from 2 to 3. &lt;br /&gt;
&lt;br /&gt;
It might be worth considering &#039;tune down&#039; the Plasma Beam as well, particularly its stand-off range. It seems odd that humans copy alien plasma weapons and right away improve the range. It would be reasonable if the human plasma cannon had shorter range than the UFO plasma cannons, and more consistent with the ranges of other cannon weapons. (One could ask how X-Com even developed a targeting system that is accurate for direct fire at or beyond the extreme range of self-homing missiles - even if the plasma cannon itself is that accurate, how do you exploit that accuracy by aiming it?).&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 04:02, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
An alternative to tweaking the stats, is to tweak the costs. Realistic costs such as $386K for an Avalanche and $125K for a Stingray will put some pressure to use weapons that are cheaper to operate. And XComUtil has an option that substantially increases the effective build costs of Plasma Beams, making them less optimal.&lt;br /&gt;
&lt;br /&gt;
See also: [[User:Spike#Balancing_Aircraft_Weapons]]&lt;br /&gt;
&lt;br /&gt;
:I&#039;d like to submit a slightly different proposal.&lt;br /&gt;
:*Making the Cannon pure murder at knife-fight range is a good idea, I second it.&lt;br /&gt;
:*Swap the respective ranges of the Stingray and the Avalanche. The smaller a UFO is, the sooner it tries to make a run for it, so longer-ranged weapons can get more shots off before this happens. By giving the Stingray a range advantage over the Avalanche, the weaker but longer-ranged Stingray is now better for hunting scout UFOs by way of having a larger time window in which it can dish out its damage. Against medium and large UFOs, the more generous escape timer means the Avalanche comes out on top, making both weapons useful in their own respective situations rather than the Avalanche being objectively superior.&lt;br /&gt;
:*Swap the respective ranges of the Laser Cannon and the Plasma Cannon. With this, the Laser Cannon can comfortably shoot down everything smaller than a Terror Ship - but the idea is that everything an Interceptor with a Laser Cannon does not outrange, it does not have the firepower to reliably kill before getting shot down, which is where the Plasma Cannon comes in as a higher-risk-higher-reward alternative.&lt;br /&gt;
:*Increasing the FBL&#039;s ammo count is a good idea, but I&#039;d personally also give its range a tiny little notch upwards so that it just very barely outranges a Battleship &#039;&#039;without having enough ammo to shoot it down&#039;&#039;. The idea here is to make the FBL a safe-but-insufficient-by-itself support weapon, being able to soften the Battleship up from standoff range with 100% guaranteed damage but needing something else to deliver the killing blow.&lt;br /&gt;
:An alternative option to the above is to re-tool weapon damage/accuracy values to make missile-type weapons your primary damage dealers and cannon-type weapons a backup option for delivering the killing blow if the missiles fail to do the trick - though in this, I&#039;m admittedly biased due to the fact that I always use missile + cannon combo loadouts on my crafts (Stringray/Cannon on Interceptors with Stringray/Laser as an upgrade, Avalanche/Plasma on Firestorms, FBL/Plasma on Avengers) because simply dual-wielding the hardest-hitting gear I have at the moment is boring.&lt;br /&gt;
:[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 19:27, 10 May 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Score for retaliation Battleships===&lt;br /&gt;
&lt;br /&gt;
When a Battleship on retaliation attacks your base and is shot down, you get no score for it. This is completely illogical and it discourages any use of base defences. You should get normal 700 (or even 1400) points for it.&lt;br /&gt;
--[[User:Kyrub|Kyrub]] 14:05, 30 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not sure about this. Yes it&#039;s illogical, but it could also be a licence to get a huge score if you have a strong enough base. [[User:Spike|Spike]] 12:16, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: The impenetrable base setup would turn into a cheat. As the aliens will keep hammering the base with a battleship until one breaks through, you&#039;ll have a steady supply of points without having to really do anything. Some balancing, such as paying to rearm your defence modules, ought to be thrown in to balance things out. -[[User:NKF|NKF]] 23:13, 13 September 2008 (PDT)&lt;br /&gt;
::: A better fix would be to remove the retaliation flag when a battleship is destroyed. If someone can post a savegame with a never-ending flow of base attacks, I may have a look at the fix. [[User:Seb76|Seb76]] 01:05, 15 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::: Ummm, it seems the best solution (I, for one, can&#039;t think of any better), but wouldn&#039;t it assume that only the BattleShip really locates the player&#039;s base? All those scouts for nothing? [Still the best solution, though] [[User:N|n]] 15:01, 16 August 2010 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs  ===&lt;br /&gt;
&lt;br /&gt;
==== The Problem ====&lt;br /&gt;
&lt;br /&gt;
So let me get this straight. The first hybrid airborne weapon that humans ever build, and it immediately outclasses every weapon the aliens ever built, including their Battleship weapon? After all the Aliens have only been building plasma weapons for a few million years, us humans have been doing it for &#039;&#039;months&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
More to the point, once you get Plasma Beams, downing UFOs is like shooting fish in a barrel. Even Battleships aren&#039;t that exciting if you show up with enough ships. &lt;br /&gt;
&lt;br /&gt;
What is needed is to push up the range, damage, and rate of fire of all the UFO weapons, particularly the UFOs you will be fighting by the time you have plasma beams. At a minimum, the weapon on a Battleship should be at least as powerful as, say, 2 Plasma Beams (as found on the XCom craft it is fighting)? Instead of slightly less than half as powerful? Compared to a single Plasma Beam, only the Battleship weapon has better range. It has double the accuracy, slightly higher damage, but half the fire rate. Net 5.7% more firepower than one Plasma Beam, but no match for 2. And the Battleship weapon of course is the most powerful in the alien arsenal. &lt;br /&gt;
&lt;br /&gt;
Possible tune ups for UFOs:&lt;br /&gt;
&lt;br /&gt;
*Battleship - increase to 255 weapon power, improve reload rate to 12 (from 24). Now roughly equivalent to 4 Plasma Beams in total firepower (on Beginner difficulty). Increase range to 69km, so that the Battleship commences fire as soon as an XCom craft begins its attack run. Or better, increase range to 70+km, the limit of the interception window, so that the Battleship starts firing immediately the XCom craft enters air combat range. This would disrupt XCom aircrafts&#039; ability to form up into a flight of 4, prior to commencing their attack. Overall, this would make it much harder to down Battleships. Increasing weapon range to 70+km would also make it much harder to tail a Battleship - manual control in the Geoscape would be needed to hold off outside of combat range. Really, the Battleship should not sit there like a sitting duck. Does it think XCom are friendly?&lt;br /&gt;
*Terror Ship - increase range to 52 (or decrease Plasma Beam range to 42), so stand-off kills are not possible with Plasma Beams?&lt;br /&gt;
*Actually maybe all the larger UFOs should have weapon range 69-70+km, so they behave very aggressively toward XCom craft. &lt;br /&gt;
&lt;br /&gt;
NB: Strange effects occur if weapon range goes over 70km so it&#039;s probably best to leave it at 70km rather than 75km.&lt;br /&gt;
&lt;br /&gt;
NB: Also, changes to rate of fire need to be looked at carefully though because Difficulty Level also reduces reload rate for UFOs. Between Beginner (Difficulty 0) and Superhuman (Difficulty 4), rate of fire (and thus firepower) for Battleships, Terror Ships and Supply Ships increases by 24/(24-4x2=16) or 50%. But if the base reload rate for these weapons was reduced to 12, the transition from Beginner to Advanced would increase firepower &#039;&#039;&#039;three&#039;&#039;&#039; times for these 3 UFOs (less so for the smaller UFOs). It is less risky to increase the weapon power. Unfortunately there are only 2 firepower variables to play with - damage and reload rate - so there are not a lot of options, especially for the Battleship which already has weapon strength 148 out of a probable maximum of 255.&lt;br /&gt;
&lt;br /&gt;
:More detail on this. For Medium Scout, Large Scout and Abductor, with nominal reload rate 48gs, the rate of fire improves +20% between Beginner and Superhuman. For Harvester (32gs) it improves one third. For Large UFOs (Terror Ship, Supply Ship, Battleship - 24gs) the improvement is +50%. [[User:Spike|Spike]] 20:28, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
I think we should assume that the Battleship, which is bigger than the entire XCom base, is engaging XCom craft with its secondary weapons rather than its main armament, which could probably destroy Manhattan with a glancing hit. &lt;br /&gt;
&lt;br /&gt;
I would really like to see the hypothetical Mega-Battleship go up against XCom&#039;s finest - a flight of 4 Avengers armed with dual Plasma Cannon or dual Fusion Ball Launchers. With the Battleship having 70+km range, 255 weapon power, and an effective fire rate on Superhuman triple that of the PB, it would have the firepower of 11 Plasma Beams - 36% more firepower than the whole attacking XCom force combined. To be honest I think that would be carnage, not sure XCom could win. So that would be tuning the Battleship up too much. The 3-fold increase in rate of fire when on Superhuman is just too much. Maybe just max out the damage to 255 and range to 75. This gives a 72% increase in firepower, and a challenging tactical problem for XCom (forming up and approaching under fire).&lt;br /&gt;
&lt;br /&gt;
The smaller UFOs can probably stay as they are. It is not until later in the game that XCom advances so that even large UFOs are easy pickings. What is the crossover point? Maybe the medium UFOs. So it might be good to reduce the reload times of the medium UFOs from 48 / 32 to 24, a good increase in firepower. &lt;br /&gt;
&lt;br /&gt;
In general I think all UFOs energy weapons should have at least as good range as the XCom energy weapons, even the Medium Scout. Again, they have been using these weapons for millions of years and we only just figured out how to copy them from the aliens, how could our weapons be better than the aliens? How did our first plasma weapon out-range and out-perform all but the hugest UFO plasma beam? And on an airframe the size of a Small Scout we mount &#039;&#039;two&#039;&#039; such weapons? On the battlefield we only are able to replicate alien weapons;  how is it that in the air we are able to improve on them &#039;&#039;masssively&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
Perhaps there should never be a stand-off advantage, except possibly with missiles -which should be less accurate with longer range. The XCom stand off advantage is really unfair because as far as I have seen the UFOs never attempt to close to effective range, even when they are getting killed. They don&#039;t break off much, either, though I think I have seen that happen on occasion. &lt;br /&gt;
&lt;br /&gt;
==== Specific Proposals ==== &lt;br /&gt;
&lt;br /&gt;
===== No Standoff Beam Attacks =====&lt;br /&gt;
&lt;br /&gt;
Increase &#039;&#039;all&#039;&#039; UFO plasma weapon ranges to at least 55km (compared to 52km for the XCom plasma weapon). Now only launched XCom weapons (Avalanche and Fusion Ball) have standoff advantage. Probably also reduce the accuracy of the Avalanche to 60% and buff Stingray accuracy to 80%, providing both weapons with a useful niche role.&lt;br /&gt;
&lt;br /&gt;
===== No Standoff Attacks =====&lt;br /&gt;
&lt;br /&gt;
Increase &#039;&#039;all&#039;&#039; UFO plasma weapon ranges to 66km (compared to 52km for the XCom plasma weapon). Now &#039;&#039;no&#039;&#039; XCom weapon has standoff advantage. (The benefit of a longer range weapon is simply spending less time being fired on by the UFO.)&lt;br /&gt;
&lt;br /&gt;
===== Twitchy Aliens =====&lt;br /&gt;
&lt;br /&gt;
Increase all UFO ranges to 69km. They will attack as soon as XCom aircraft commence any attack run.&lt;br /&gt;
&lt;br /&gt;
===== Hostile Aliens =====&lt;br /&gt;
&lt;br /&gt;
Increase all UFO ranges to 70km. They will attack as soon as XCom aircraft enter intercept range. UFOs now fire first, and tailing them unchallenged is impossible. &lt;br /&gt;
&lt;br /&gt;
===== Improved Medium UFOs =====&lt;br /&gt;
&lt;br /&gt;
Reduce (improve) the nominal reload time of Medium UFOs, Abductors and Harvesters, from 48gs and 32gs to 24gs. This increases the challenge in the early-mid game, when XCom might first be deploying advanced weapons.&lt;br /&gt;
&lt;br /&gt;
===== Improved Battleships =====&lt;br /&gt;
&lt;br /&gt;
Increase damage to 255. They&#039;re firing (bigger) Fusion Balls! A Battleship now has the same firepower as one XCom Craft with dual Plasma Beams (gosh wow!). It&#039;s a start, but what if we...&lt;br /&gt;
&lt;br /&gt;
===== Super Battleships =====&lt;br /&gt;
&lt;br /&gt;
... also reduce nominal reload time to 18gs. Giving a further one-third extra firepower on Beginner, 60% more on Superhuman.&lt;br /&gt;
&lt;br /&gt;
===== Mega Battleships =====&lt;br /&gt;
&lt;br /&gt;
... or for a real challenge, reduce reload time to 12gs. A further doubling of the firepower on Beginner - a further &#039;&#039;four&#039;&#039; times increase on Superhuman. Now Superhuman Battleships out-gun the biggest fleet XCom can throw at them!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 00:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: the flip side of this is weakening Xcom craft - apart from firepower issues there is also the issue of range: the ranges of the transport craft are such that really no more than 1 manned base is necessary to cover the globe for terror site defense. Setting e.g. the fuel capacity of the Skyranger to 500 results in roughly 1 base per continent required. This has interesting strategic consequences: need for more bases makes the ecomics more challenging (and thus slows down research). [[User:Emphyrio|Emphyrio]] 08:43, 9 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Enforced Variant Games===&lt;br /&gt;
&lt;br /&gt;
Various people like to play various variant games, such as No Alien Technology, or No Detection, or No Lethal Weapons - see for example Scott Jones&#039; notes to XComUtil. It would be nice to have options on the game executable to enforce these scenarios. Self restraint is hard! [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Some of these variant scenarios have been implemented in [[UFO Extender]] by [[User:Seb76#Mods|Seb76]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Recruit Certain Alien Types===&lt;br /&gt;
&lt;br /&gt;
Consider that not all aliens are loyal to their master (most TFTD alien has a device lodged to its brain), it would be interesting (or at least cool) if we could recuit such aliens to the XCOM cause. Maybe we can remove the controling devices from captive aliens after research on that species. Or convince the head of the Snakemen that it would be far more benefit to his race to help us instead of the Ethereals [[User:L-Zwei|L-Zwei]] 23:25, 12 September 2008 (PDT).&lt;br /&gt;
&lt;br /&gt;
Only certain alien types should be recruitable. Ones that should NOT be include Mutons (as they are directly controlled by Ethereals), Chrysallids (unbalancing), etc. It would be nice to be able to reverse-engineer Cyberdiscs or Sectopods, or make it that a Cyberdisc must be researched to build hovertanks/etc.&lt;br /&gt;
[[User:MagicJuggler|MagicJuggler]] 13:32, 18 September 2008 (PDT)&lt;br /&gt;
: It&#039;s pretty obvious which ones should be recruitable: non-robotic terror units that are captured alive. Chryssalids should simply do melee damage instead of impregnating (as the resulting spawn would not be mind-controlled and therefore XCOM wouldn&#039;t do it). Silacoids would be pretty ineffectual, and reapers slightly less so, but both would be disposable scouts. Celatids might actually have some use (eating through hulls with acid, and arcing over walls) but are fragile. All of these would require capturing a terror alien alive after researching Psi Amp. The two robotic units should require a live alien Engineer researched as well as UFO Construction, and the materials for building one would be one corpse of the appropriate type, Alien alloys and Elerium (to repair and refuel the husk). The Sectopod should probably be nerfed somewhat, so that it isn&#039;t quite so invincible to Heavy Plasma shots - after all, it was probably a twisted and melted modern art piece by the time it finally went down). [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
==== Game option: sell only researched items ====&lt;br /&gt;
&lt;br /&gt;
The fact that you may sell the alien items for the best price once you get them, without any research, is illogical. Such staff would never get on the market, being top secret and potentially dangerous to the humanity.&lt;br /&gt;
&lt;br /&gt;
Selling without proper research does not help the replay value of the game either: once you know the &amp;quot;right path&amp;quot; to get the best items, you simply sell anything else immediately and ignore the unnecessary research. Too easy.&lt;br /&gt;
&lt;br /&gt;
Therefore I wish for this game option: unknown items are sold for 0 (including the alien corpses), the known ones for their full price. This makes the sustainable economics much harder to develop and it gives sense to the &amp;quot;useless&amp;quot; research. Last but not least, it adds a lot of depth to the gameplay: will you choose research of a new weapon you need on the field, or of a mind probe that will earn you millions in sales? --[[User:Kyrub|Kyrub]] 15:55, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I really like this option, it&#039;s a great idea. Makes the game harder and makes it more interesting, more varied. Gives extra value to the otherwise &amp;quot;useless&amp;quot; research paths. Good thinking! [[User:Spike|Spike]] 15:06, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;d prefer that unresearched artifacts/corpses sold for a fraction of their original value (no more than 25%). It makes no sense that nobody would pay to research them for themselves. Additionally, Laser Cannon sell price needs to be nerfed. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
: This would have the added benefit that you would know if it was &#039;safe&#039; or not to sell an item research wise.  Coloring the un-researched items differently on the Sell/Sack screen would be good too ~ [[User:Renegrade|Renegrade]] 13:30, 19 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== New Research Mechanics ====&lt;br /&gt;
&lt;br /&gt;
The above comments spurred some ideas to make the research more realistic and the path to victory less obvious. &lt;br /&gt;
&lt;br /&gt;
For flavor reasons, give research options vague names instead of exact names. This already exists in some research topics, such as &amp;quot;New Fighter Craft&amp;quot; instead of &amp;quot;Firestorm&amp;quot;. So, research topics might read &amp;quot;Alien Hovertank Wreck&amp;quot; instead of &amp;quot;Cyberdisc Corpse&amp;quot;, &amp;quot;Grey Alien Corpse&amp;quot; instead of &amp;quot;Sectoid Corpse&amp;quot; or &amp;quot;Alien Pistol&amp;quot; instead of &amp;quot;Plasma Pistol&amp;quot;. The names would be revealed in the UFOpaedia entry, and certain items would then be renamed as per common sense.&lt;br /&gt;
&lt;br /&gt;
Hide the ranks of aliens in captivity until they are researched (so you&#039;d see Live Grey Alien #1, Live Grey Alien #2 if you had two Sectoids available for research). However, if you happened to have two Soldier ranks in containment, you&#039;d only see one topic. The same rank/race combination would never appear again, but you might have to research several specimens of the same species to get the useful one you want. The alternative would be to have researched Mind Probe, which would tell you exactly what you had in containment (just as it does on the battlefield).&lt;br /&gt;
&lt;br /&gt;
Once an alien or its corpse is researched, then all other instances of that alien or its body are renamed appropriately. For example, research a live Muton and Muton corpses become obvious, and vice versa. &amp;quot;Live Green Humanoid Alien&amp;quot; is also renamed to &amp;quot;Live Muton&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Finally, there should be a few more prerequisites in place to make less useful research more necessary. As someone else has mentioned, you should need a Cyberdisc Corpse to research Hovertanks. I&#039;d also suggest that Psi Amp and Mind Shield require the research of Mind Probe (seeing as both entail scanning for minds as a logical first step), and that Flying Suits require Floater Corpse, Cyberdisc Corpse or a live Floater researched as an additional prerequisite (not Ethereals, as they fly with the power of their huge brains). [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:These are all good suggestions and make a lot of sense. An alternative explanation of the names (seen in some fan fiction) is that these names are not the real names, but are made up by XCom troops based on some limited battlefield experience of them. But revealing the &amp;quot;real&amp;quot; alien race names through Research is a fun idea. [[User:Spike|Spike]] 08:44, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[TFTDextender|TFTD Extender]] now provides options for improvements to the TFTD Research tree, to make research more logical (and less buggy). A similar exercise is possible with UFO Extender now that the location of the Research tree in the code is known. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Dismantle researched items ====&lt;br /&gt;
&lt;br /&gt;
Beginning a research project on an item should immediately remove that item from your storage. Currently it&#039;s possible to begin research on Heavy Plasma and Sectoid Corpse, then immediately sell those items, which makes no sense. Instead, we should assume that the eggheads need to dismantle an item to study it, thereby making it useless.&lt;br /&gt;
&lt;br /&gt;
Completing a research topic on a live alien should create an appropriate corpse in storage, but this is less noticeable. Or do X-Com give all researched aliens diplomatic immunity and $20 for a cab fare?&lt;br /&gt;
&lt;br /&gt;
:+1 to these suggestions. [[User:Spike|Spike]] 16:51, 29 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Manufacture  ===&lt;br /&gt;
* After buying the first cannon or rocket tank, that particular HWP becomes available for manufacture. Accordingly, either must be available for manufacture before laser tanks can be built (the chassis design has to come from &#039;&#039;somewhere&#039;&#039;).[[User:Amitakartok|amitakartok]]&lt;br /&gt;
&lt;br /&gt;
=== Base Managemet ===&lt;br /&gt;
&lt;br /&gt;
==== Inventory management ====&lt;br /&gt;
&lt;br /&gt;
I only want to keep 1 (or 0) sectoid corpse. If I have any more, sell them immediately and automatically.  Sometimes having to sell all the stuff you&#039;ve captured is just a chore.&lt;br /&gt;
&lt;br /&gt;
Also, let me automatically repurchase goods when my stores get too low.[[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Monthly maintenance fees ====&lt;br /&gt;
&lt;br /&gt;
Later in the game, when you are way beyond what the sponsor nations are paying you and are instead selling captured/manufactured items to fund your operation, the end of the month can be a real PITA, because you need to build up a reserve of cash to avoid being shut down for financial problems. (This was worse with the misreported funding bug.)  At the least, show us in one place exactly how much we need to raise at that time.&lt;br /&gt;
&lt;br /&gt;
Or make payments be done on a weekly/daily/hourly/continuously basis.  This also means that I don&#039;t have to pay a same salary to someone who I hire on the 2nd or I hire on the 27th.&lt;br /&gt;
&lt;br /&gt;
Oh, and the cheat of &amp;quot;soldiers/scientists/engineers in flight don&#039;t need to be paid&amp;quot; needs to be squashed while we&#039;re at it.  (But watch out fixing this one without making salary payments continuous; my current strategy is to hire most people just before the end of the month, which I would need to modify to hiring just after the start of the month.)[[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Day Rates ====&lt;br /&gt;
&lt;br /&gt;
Financial planning in the game is distorted by the fact that Engineers, Scientists and Soldiers receive a full month&#039;s pay for their first month, even if they only work one day in that month. This leads to bursts of hiring at the beginning of each month, and worsens the cash squeeze at the beginning of each month. &lt;br /&gt;
&lt;br /&gt;
It would be nice if you could hire personnel at any time during the month, and they would only cost you their hiring fee (one month&#039;s salary in full), plus only as much of the first month&#039;s salary as they actually worked during that first month. [[User:Spike|Spike]] 06:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Change date ===&lt;br /&gt;
&lt;br /&gt;
1999 looks quite silly now, 13 years later and I don&#039;t think mankind has even laser weapons now. So if it&#039;s not hardcoded for some alien actions in further years, I&#039;d move game at least to year 2020, more likely even later. [[User:mikiqex|mikiqex]] 10:30, 12 January 2012 (CET)&lt;br /&gt;
:As a matter of fact, we do have laser weapons now, to some extent: Humvee-mounted ground-to-ground laser, aircraft-mounted anti-ICBM laser and ground-based point-defense laser that can shoot down a variety of incoming ordinance from missiles to mortar shells, all in the experimental phase and expected to hit mass-production in a decade. But yeah, I agree with this suggestion.--[[User:Amitakartok|amitakartok]] 13:30, 21 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Active Alien Bases ===&lt;br /&gt;
&lt;br /&gt;
Right now, alien bases don&#039;t do anything aside from increasing alien presence in a region and attracting Supply Ships. This should be remedied and I know just how to do it.&lt;br /&gt;
&lt;br /&gt;
* All alien bases have a &amp;quot;readiness level&amp;quot;. Initially, this is at 100% but can be reduced via base assaults. Every alien killed and certain equipment destroyed decreases this level but if the base isn&#039;t destroyed (the mission fails or gets aborted) and subsequent Supply Ships aren&#039;t intercepted/attacked on the ground, then 24 hours after a successful resupply the base&#039;s readiness level will be back at maximum. Then and only then will killed aliens respawn and destroyed/taken equipment get replaced, not before. This reduces the profitability of &amp;quot;base milking&amp;quot; smash-and-grab operations but is not the primary purpose of the mod.&lt;br /&gt;
* Like the name indicates, alien bases should have a more active role. That is, alien bases will frequently dispatch Small and Medium Scouts on Research and Abduction missions, crewed by the same race the base belongs to. How often this happens depends on the base&#039;s readiness level, ie. a busted-up base will be barely hanging on but a fully-functional one will be a real beehive.&lt;br /&gt;
* Optional: if a base is present in a country, it significantly increases the chance of the country being successfully infiltrated.&lt;br /&gt;
* If a base goes unmolested for too long, it will become fortified and spawn two or even three times as many aliens (as many as the tileset allows) plus it takes on a more aggressive role:&lt;br /&gt;
** Launches Infiltration missions into nearby areas.&lt;br /&gt;
** &#039;&#039;&amp;quot;Leave us the [PRESUMED ALIEN EXPLETIVE] alone!!!&amp;quot;&#039;&#039;: if attacked several times in rapid succession (depending on difficulty level; happens after a single invasion attempt on Superhuman), it sends out Retaliation scouts in the general direction the attacks are coming from, looking farther and farther away after every attack.&lt;br /&gt;
** &#039;&#039;&amp;quot;Oh no, you don&#039;t!&amp;quot;&#039;&#039;: if it had been attacked at least once, the base will attempt to intercept X-Com craft passing nearby. It does so by dispatching a scout that follows the intruder at top speed and, once within a certain distance, forces it to engage the UFO in Aggressive mode. If the UFO is faster, all other modes and the Disengage button will be disabled as well. Even if the X-Com craft can run away, the UFO will follow it everywhere unless shot down or the craft lands, in which case the aliens dispatch Retaliation scouts to find the intruder&#039;s homebase.&lt;br /&gt;
** The above three options all make the base more dangerous but will also increase the payoff and provide an alternative to the nerfed &amp;quot;base milking&amp;quot; tactic.&lt;br /&gt;
&lt;br /&gt;
I have NO idea if these are even possible but they would be highly interesting.--[[User:Amitakartok|amitakartok]] 17:44, 19 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: +1. This is a great set of suggestions. I think the necessary manipulations of [[MISSION.DAT]] are fairly well understood. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Battlescape and Tactical ==&lt;br /&gt;
&lt;br /&gt;
===Equipment Management===&lt;br /&gt;
&lt;br /&gt;
All wishes are currently implemented!&lt;br /&gt;
&lt;br /&gt;
===Fog of War Improvements===&lt;br /&gt;
&lt;br /&gt;
I&#039;m sure most of these would be an absolute PAIN to implement, but I figured I&#039;d toss the ideas out here.&lt;br /&gt;
&lt;br /&gt;
====Prior Recon of Battlefield====&lt;br /&gt;
One thing that has always irked me is X-COM has no terrain knowledge when it lands, despite having probably circled the place two or three times before landing and thus they should know at least some of the area.  This would be nice, but isn&#039;t too important.  Probably would be a pain to implement so X-COM would have all knowledge of external features but no knowledge of building interiors, anyways.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:38, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Yes at the very least, when you splash the UFO, it could tell you (via some miracle technology such as &amp;quot;satellite reconnaisance&amp;quot;) what the terrain type is of the landing zone area. Then you could adjust equipment accordingly. And adjust your uniform camouflage (if using one of the uniform mods). [[User:Spike|Spike]] 12:16, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Geoscape: center on the site, then maximum zoom. Aside from having to disambiguate forest from jungle, this works fine for knowing the exact terrain you&#039;re getting into. -- [[User:Zaimoni|Zaimoni]] 10:17, 4 Sept 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::This is already present in the game.  To center the Geoscape on a specific location, right-click on the target spot.  To do maximum zoom in, right click on the Zoom-In button(and the same works for Zoom-Out).  Also, Jungle and Forest use the same display algorithm, but are easy to differentiate; Forest occurs NORTH of the equator, and Jungle occurs SOUTH. [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:23, 4 September 2008 (PDT)&lt;br /&gt;
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:Returning to AQ&#039;s original suggestion, it wouldn&#039;t be too hard would it for the dropship to &amp;quot;radar map&amp;quot; the target, and then have the basic map show up on your scanner on Turn 1? [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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====Dynamic Fog====&lt;br /&gt;
&lt;br /&gt;
The Fog of War in X-COM is clumsily implemented, compared to modern expectations.  Everything starts out black, but after exploring, is shown...and it&#039;s kept in the same showing, regardless of whether you actually have LoS to that area anymore.  It would be nice if when you no longer had Line of Sight to a particular map area, it would be cloaked in a way so that you knew the terrain, but not the units there.  Since I&#039;ve sometimes spent over half an hour trying to hunt down that last alien hiding in area I&#039;d already explored.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:38, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Maybe greyscale explored but out-of-LOS areas?--[[User:Amitakartok|amitakartok]] 17:45, 19 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Deactivate Object Radar====&lt;br /&gt;
&lt;br /&gt;
Currently, in X-COM, any objects dropped in a given square show on your Battlescape, regardless of whether you have Line of Sight to the square or not.  In regards to dropped weapons/grenades/equipment/dead soldiers/dead aliens, this doesn&#039;t make a large difference.  But in the case of STUNNED aliens, a quick scan across the Battlescape can tell you whether the alien you stunned 10 turns ago is still down, or stood back up(the stunned alien object will disappear from the stack).  Of course, since aliens which have revived from stun are almost always disarmed(and the ones that aren&#039;t probably should&#039;ve been killed instead), the usefulness of this &#039;exploit&#039; is reduced mainly to finding out that the last alien you&#039;re looking for is just wandering aimlessly and unarmed.  Perhaps leave stacks showing the same until you regain LoS to that area? [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:38, 7 August 2008 (PDT)&lt;br /&gt;
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====Crushed Buildings====&lt;br /&gt;
&lt;br /&gt;
Why don&#039;t we see any crushed or destroyed buildings? Does a UFO always fall like a rock, perpendicular to the ground? No marks on the ground? Such impact would do massive damage to the land (a small meteor can do much if it has a high speed...). (Also, at the [debatedly] &amp;quot;real&amp;quot; UFO crash zones UFO parts were scattered over miles)&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to see chopped buildings, entering UFO&#039;s through a barns; entering an abductor from a immediate house&#039;s roof if I have plasma and no flying suits yet. - [[User:N|n]] 15:01, 16 August 2010 (GMT+1)&lt;br /&gt;
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: The Pocket PC remake of the game did this, though it seems the site it concern has vanished off the face of the net. Could probably find a copy if you&#039;re interested.&lt;br /&gt;
&lt;br /&gt;
: By the way, you can generate a time/date stamped signature by typing four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). - [[User:Bomb Bloke|Bomb Bloke]] 23:04, 16 August 2010 (EDT)&lt;br /&gt;
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:: Amazingly enough (is it Truman Show of me or just a coincidence :)?), my GF found a low-tech palmtop (with/in a case)... on the pavement. With no personal data and means to find the owner; when I laid my hands on it, I actually found and installed Ufo:EU there, but it wouldn&#039;t run :(. [And thanks! again for the 4 tildes name/timestamp trick] - [[User:N|n]] 19:18, 18 August 2010 (EDT)&lt;br /&gt;
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===Restore Game from Battlescape===&lt;br /&gt;
&lt;br /&gt;
It would be nice to be able to reload a saved game directly from the Battlescape &amp;quot;?&amp;quot; screen, rather than having to go through the process of Abandoning to the Geoscape. Would you need to check it was a Battlescape save and not a Geoscape save? Maybe, maybe not. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
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===Grenades===&lt;br /&gt;
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*Stun Grenades: I want flashbangs.--[[User:Brunpal|Brunpal]] 22:59, 11 September 2008 (PDT)&lt;br /&gt;
:Instead of stunning, I&#039;d see more effect if it would remove some TUs to units having line of sight (to be fare it should affect xcom units too). It would help against reaction fire (which is the point of flashbangs). Given that grenades detonate at the end turns, it would require a good coordination to have the grenade detonate exactly at the end of the alien turn, and just before your attack. Being able to open doors à la xcom2 would also help to throw flashbangs just before a craft assault... [[User:Seb76|Seb76]] 22:03, 12 September 2008 (PDT)&lt;br /&gt;
::That would be good. Hard to program, potentially extremely unbalancing, but good. I considered a &amp;quot;debuff&amp;quot; kind of ability (as you suggest) for flashbangs, vs the more obvious substitution of [[stun]] for [[Explosions|HE]] damage. In the end, I picked &amp;quot;I want flashbangs.&amp;quot;--[[User:Brunpal|Brunpal]] 03:32, 13 September 2008 (PDT)&lt;br /&gt;
: Maybe flashbangs dont&#039; work on Aliens - otherwise, XCom would use them, right? :) But seriously, I too would like flashbangs, and stun grenades / concussion grenades. Both of these would make the game easier, though. With flashbangs, you might have to compensate by just giving the aliens more TUs. [[User:Spike|Spike]] 13:33, 13 September 2008 (PDT)&lt;br /&gt;
::More options for the player is going to make it easier for any kind of game. Particularly of games like XCOM where the computer can&#039;t take advantage of the changes. However I don&#039;t believe a weak stun grenade (like 44 stun damage, comparable to AC-HE) would change the game much because the 80 item limit remains.--[[User:Brunpal|Brunpal]] 22:21, 13 September 2008 (PDT)&lt;br /&gt;
* Rudimentary IFF recognition in proximity grenades, ie. it checks the unit ownership variable (the same one that gets flipped during mind control and used to cause the Hostile Civilians bug) of everyone who wanders into its sensor range and only explodes if it doesn&#039;t match the ownership of the unit that threw it. Naturally, it would be fooled by mind control and would also blow up civilians but it would minimize mine-related friendly fire...&lt;br /&gt;
:: ...which makes me wonder: if a proxy kills a friendly unit, does it count as friendly fire caused by the guy who planted the proxy? If not, would you make it so, just for the hell of it? [[User:Amitakartok|amitakartok]]&lt;br /&gt;
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===Night Vision===&lt;br /&gt;
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I &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; want to add night vision equipment to the game. I assume that either (1) all XCom units already have night vision gear as standard, but it&#039;s not as good as alien night vision, and the visibility that XCom units have at night is based on their standard-issue night vision gear, or (2) night vision gear does not work on Aliens. Either they do not appear on night vision, or maybe worse - maybe the aliens can manipulate night vision equipment, causing worse than normal vision, or hallucinations, and even tricking XCom units into firing on each other. [[User:Spike|Spike]] 13:33, 13 September 2008 (PDT)&lt;br /&gt;
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:Wouldn&#039;t it be nice though if it had gradients other than &amp;quot;day: 20 squares&amp;quot; &amp;quot;night: 9 squares&amp;quot; ?  Like.. &amp;quot;early morning/late evening: 10-19 squares&amp;quot; ? I find the cut off from full daylight to full night kinda disturbing.  ~ [[User:Renegrade|Renegrade]] 10:41, 19 August 2010 (EDT)&lt;br /&gt;
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:: I originally thought of this when dreaming of a Stargate-themed patch for X-COM -- but what about enemies that are invisible unless you are facing them while wielding a certain weapon designed to spot them?  (Stargate fans: I&#039;m thinking of the TERs.) [[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:Turning off the aura of light around soldiers during night missions, making the player see about as much as the soldiers do.&lt;br /&gt;
&lt;br /&gt;
:Thoughts about NV equipment:&lt;br /&gt;
* 2x1 item that needs to be placed into a shoulder slot.&lt;br /&gt;
* Vision range with NV would depend on the ambient light levels:&lt;br /&gt;
** During daytime, they would see as far with NV as in complete darkness without.&lt;br /&gt;
** The darker it is, the greater the vision range, up to a maximum of 15 hexes...&lt;br /&gt;
** ...but complete darkness still incurs a minor penalty as most NV gear are image &#039;&#039;intensifiers&#039;&#039;, NOT infrared goggles. That is, they still need ambient light to work properly.&lt;br /&gt;
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--[[User:Amitakartok|amitakartok]] 13:50, 21 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I think that, after a few turns in a night mission, a soldier&#039;s visual range should be increased due to natural nightvision. This does, of course, assume that all the weapons have flash suppressors, but it would make at least some sense, although would probably be difficult to implement. If it became possible, it would be even more realistic to decrease a soldier&#039;s accumulated nightvision if they are near electroflares, streetlights, or explosions. --[[User:BenWaters|BenWaters]] 05:15, 6 April 2013 (EDT)&lt;br /&gt;
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===Throwing over stuff===&lt;br /&gt;
&#039;&#039;&#039;(Moved to Talk, as this is not a bug and so does not need fixing.)&#039;&#039;&#039;&lt;br /&gt;
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===Assault Time Limit===&lt;br /&gt;
&lt;br /&gt;
One of the cool things about UFO Defence is there are no time limits on the scenarios. This is great as it allows for a totally different kind of tactics and much more flexibility. &lt;br /&gt;
It&#039;s more of a &amp;quot;thinking man&#039;s game&amp;quot; as a result. But... arguably this is not very realistic for UFO Assault missions. If the Aliens are getting creamed, they should try to make a getaway if they can (just like XCom would). A simple way to implement this would be a hard time limit (say 20 turns?) on a UFO Assault. Another way would be to base it on Alien Morale. At a certain Morale level the aliens decide to dust off. Give the player say 3 turns warning while they rev up  the engines. Then if there is still a Navigator or Engineer in the Control Room alive, the ship takes off. Any XCom troops still aboard are MIA. &lt;br /&gt;
&lt;br /&gt;
You might run into problems if the UFO took off but then landed again or was shot down, generating another ground mission with potentially &#039;&#039;&#039;more&#039;&#039;&#039; Aliens than were still alive at the end of the Assault. (Still, maybe they hatch some more clones if they get time to....) [[User:Spike|Spike]] 09:51, 4 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: It strikes me as justified they don&#039;t do that. Troops loose in the vessel could be seriously bad. It would be nice if they dusted off on the condition that their morale was low enough or 3 X-com soldiers had the door in their sights without aliens alive outside in the latter case and no X-com soldiers on board in either case. also, if the UFO has a hole in either the command or engine room, it would have to set down before leaving the atmosphere. [[User:(name here)|(name here)]]&lt;br /&gt;
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Taking off with troops onboard would be perfectly safe (for the aliens) and justifiable if one assumes that alien ships in flight are inherently inhospitable for humans.  This is easily done by saying that they undergo accelerations that humans can&#039;t withstand (splat), can&#039;t withstand for any length of time (pass out), or that they intentionally make rapid accelerations in different directions, either normally or just if they&#039;re trying to bash some intruders around.  Naturally, the aliens themselves would either be immune to these (tough physique / their built-in antigrav devices?), or be in acceleration chairs, safe from all this.&lt;br /&gt;
&lt;br /&gt;
Alternatively, when you get the warning that the UFO is going to take off, you&#039;ve got a certain amount of time to either get everyone &#039;&#039;&#039;off&#039;&#039;&#039; the UFO, or to get everyone &#039;&#039;&#039;on&#039;&#039;&#039; it (or as many as you can).  There could be a follow-up mission that takes place in &amp;quot;sky&amp;quot; terrain, where the outdoors is either impassable (the easy way) or else instantly withdraws units from combat (flying suits / parachutes).  The soldiers&#039; goals would be to either take out the aliens and presumably safely land and salvage the UFO, or take out the UFO&#039;s means of flying (power cores / navigator?).  In the latter case, they might have a certain number of turns to withdraw or be caught in the crash, with possible casualties just like the aliens, mitigated to some degree by their armour and maybe where inside the UFO they are.&lt;br /&gt;
&lt;br /&gt;
In the case of a crash, there could be a final mission to finish off the surviving aliens, using the X-COM soldiers that survive the crash, and no landing craft (it&#039;s still back at the old landing site).  Alternatively, you could say that there &#039;&#039;&#039;is&#039;&#039;&#039; an X-COM landing craft parked outside (with all remaining members of the original landing party), since the in-flight time / distance was presumably low and the original X-COM craft quickly packed up and flew to the new landing site. &amp;amp;mdash; [[User:Wisq|Wisq]] 17:11, 18 April 2010 (EDT)&lt;br /&gt;
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Either side could try bringing in reinforcements -- if I can bring two interceptors to a fight in the sky, why can&#039;t I bring two troop transports?  This starts to get complicated, but it&#039;s come up in discussion of making X-COM into an onlime multiplayer game... :) [[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
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===Alien AI===&lt;br /&gt;
&lt;br /&gt;
*Aliens cannot pick up items, but I wish they would. If an alien has no useful weapons in inventory they should either head for cover or head for a plasma weapon. Panicked aliens drop their weapons but never seem to pick them up when they managed to pull themselves together. It would be nice if they tried to arm themselves again. --[[User:Brunpal|Brunpal]] 13:55, 19 September 2008 (PDT)&lt;br /&gt;
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:Even if it&#039;s too hard to make aliens head towards weapons (is it safe?, could it be used to trap them, not to mention the complexities of route finding) - it would still be good if an unarmed alien checked for usable weapons in every square it moved through, and at least picked up one loaded weapon or grenade per turn. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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:Fixing the AI for this could be really hard. Apart from all the possible exploits by XCom, the AI is probably a really hard part of the game to reverse engineer. You could say that an unarmed alien is no threat anyway (we are only concerned about aliens without psi or built in weapons). So nothing is lost even with an exploitable method of re-arming. By exploitable I mean the XCom player can manipulate re-arming, e.g. by leaving weapons out in the open as bait for traps. &lt;br /&gt;
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:Maybe the simplest modification would be to &#039;&#039;not&#039;&#039; drop weapons when the alien panics? This does not require delving in to the AI, just intercepting the panic effects. Dont make aliens drop any weapons when they panic. It would be reasonable to return the weapon in hand to inventory, so there is a TU cost for the alien to bring the weapon back into play again. &lt;br /&gt;
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:This would not work for aliens who were stunned and wake up, or who were mind controlled by XCom and made to drop their weapons. But it would probably catch 80% of cases. &lt;br /&gt;
&lt;br /&gt;
:Another cheat, short of fixing the AI, is just to pick up weapons that the alien walks over. It could also pick up &amp;quot;spare&amp;quot; weapons from adjacent aliens (cheating on TUs - basically just teleporting the items to the unarmed alien). Spare alien weapons are almost invariably grenades. I have not had a lot of success in getting unarmed aliens to use grenades, so more research is needed here. Maybe only certain types of aliens use grenades, or only in certain circumstances?&lt;br /&gt;
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:Really, really cheating would be to teleport any weapon laying around the battlefield into the alien&#039;s inventory. But I think it is more fair just to say panicked aliens dont drop their equipment. [[User:Spike|Spike]] 16:13, 13 February 2010 (EST)&lt;br /&gt;
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:Interesting research! [[User:Volutar |Volutar ]] found a disabled function in the code that makes aliens pick up items! [[Talk:OBDATA.DAT#Field_0x2D]]&lt;br /&gt;
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* Depending on the aliens&#039; intelligence stat, they can deliberately blast away cover with autofire if they saw any of your soldiers taking cover behind it. They already sort-of do this with grenades but not with other weapons. [[User:Amitakartok|amitakartok]]&lt;br /&gt;
* Aliens actively using [[Scouting#Scout/Sniper Tactics|sniper-spotter tactics]], taking the high ground whenever possible. [[User:Amitakartok|amitakartok]]&lt;br /&gt;
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==== End Psi Bullying and Psi Baiting ====&lt;br /&gt;
When the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
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: Not a bad idea to randomise this a bit, because while initially this tactic helps the aliens, it becomes so predictable that it can be used against them by deploying unarmed &amp;quot;Psi Bait&amp;quot; soldiers to draw off all the attacks. (Or make aliens avoid controlling/panicking soldiers who have no loaded weapons. But then folks would just give them pea shooters and wear armour.) [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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=== 80 Item Limit on Base Defense Mission ===&lt;br /&gt;
: Well you get the 80 item limit on every mission, but it hurts more on a Base Defence as you have more limited ability, or sometimes no ability, to manage what goes into those 80 items. I was thinking about a couple of (theoretical) ways to fix this and I hit on a new one (new for me anyway): Why not take the 80 items from the Transport(s), first Transport then second Transport until you run out of items or hit 80. This has a few benefits:&lt;br /&gt;
:* Ready made interface to manage the 80-item limit, the Stores &amp;lt;&amp;gt; Craft (Equip Craft) Screen.&lt;br /&gt;
:* If you have no warning at all, the 80 items will probably make good tactical sense in general terms, even if they are are not totally optimised for Base Defence (no proximity mines, etc).&lt;br /&gt;
: I think that copying the Transport inventory into the Battlescape inventory would be relatively to implement (though what do I know?). As a simplification, you could move only the inventory in the &#039;&#039;first available&#039;&#039; Transport that is present in the Base, into the Battlescape, and not bother looking in more than one place (other Transports, Base Stores) to get up to 80. It would then be a bit of a drag if your Transports are all out on a mission when your Base gets attacked though. Or perhaps inspect the inventory of Transport 1 (wherever it is in the world), and then attempt to copy its inventory, using equipment present in the Base?&lt;br /&gt;
: Another way of doing it which has been mentioned elsewhere is to try to reverse the order of the items in the Stores list. This has the effect of putting the more advanced weapons first, rather than the more basic weapons. There could be all kinds of unwanted side effects of this, depending on various programming issues.&lt;br /&gt;
: Actually there is already a fix for the 80-item limit in XComUtil. XComUtil records a standard assign weapon set for each of your troops, and then teleports those weapons to the Battlescape from your Base Stores, regardless of the 80-item limit (but still subject to the Battlescape&#039;s 170-item limit). Not 100% sure if this works for Base Defence missions though. &lt;br /&gt;
:[[User:Spike|Spike]] 13:22, 24 November 2008 (CST)&lt;br /&gt;
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=== Collision Detection Bugs ===&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
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=== Base Defence Systems Cause Alien Casualties ===&lt;br /&gt;
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I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
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: The general view is probably that Base Defence missions are a boon to XCOM already, so why make them any easier. At very least there would need to be more damage to the loot than there was to the Alien&#039;s combat effectiveness, otherwise this unbalances the game in favour of XCOM. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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=== Alien vs Alien ===&lt;br /&gt;
This one is way out there. Alien v Alien battles out with main game, just random battlescape maps. Sectoid and their terrorists against Floaters and theirs etc. One side human controlled the other computer. Choice of ships involved etc. &lt;br /&gt;
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:I actually love this idea. It might just about be possible using XComUtil, if someone is a total XComUtil guru.&lt;br /&gt;
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There was a utility to do this from Devisraad. it has long since been removed from his site, but someone may still have it. The basics was you renamed unit and it automatically replaced graphics flag to swap out the units. Didn&#039;t work on the Large Aliens but still was a fun mod  --[[User:BladeFireLight|BladeFireLight]] 02:20, 6 January 2010 (EST)&lt;br /&gt;
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=== Aircraft in Base Defence Battlescape ===&lt;br /&gt;
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New graphics for the Interceptor and Firestorm on the battlescape. All your ships could remain in their hangers when the aliens attack your base. Don’t understand why Mythos did not do this originally.&lt;br /&gt;
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Simply for one reason: the limit on the size of the battlescape. UFO maps are usually limited to 10000 tiles (50x50x4), on Bases you have 9600 (60x60x3), the last level one being dirt. You need 3 levels to display X-COM craft. [[User:Hobbes|Hobbes]] 14:28, 23 September 2008 (PDT)&lt;br /&gt;
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Could you not do it but clip off the top level of the craft - leaving the ground level and &#039;deck&#039; level? It would be a cool terrain area to fight in. I like the fact that in TFTD you can still see your subs during a base defence. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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It is possible to edit the map files to include the Skyranger, but you&#039;ll have to use Xcomutil to play with that terrain and I think it would never launch during base defense missions (but I&#039;m not sure on that - never tried editing the X-COM base terrain). [[User:Hobbes|Hobbes]] 19:25, 4 December 2009 (EST)&lt;br /&gt;
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This could be done by creating new &amp;quot;hangar&amp;quot; map modules, each containing one of the five possible X-COM craft. Bung the modules into [[GEODATA.DAT]] at index 0C, and you&#039;re done. The catch is you can&#039;t have all craft or the MCD array will overflow. The base terrain uses ~160 tiles as it is (out of the max of 256), while the craft use about 60 each (on average). Putting them all in would take the table above 300 entries (that is to say, the game&#039;d crash).&lt;br /&gt;
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&#039;Cause XcomUtil already provides us with an Intercepter design made up of SkyRanger parts, I suppose the way to go would be to only implement those two craft. If you have any alien technology ships, they could either be left out (&amp;quot;they were fast enough to escape&amp;quot;) or rendered as SkyRangers.&lt;br /&gt;
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It should also be noted that bases are made up of two levels, not three. Luckily, all the craft are only three levels high, so cutting out the landing gear still works. - [[User:Bomb Bloke|Bomb Bloke]] 19:56, 4 December 2009 (EST)&lt;br /&gt;
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Very true about the MCD limit, that&#039;s why I only mentioned the Skyranger but the Interceptor could be added as well (and would not make much sense to have your first defense mission with a nice Avenger parked on the hangar while your Interceptors are being blow to bits by Battleships). The bases are 3 levels but you can only modify two of them. The game engine automatically adds a layer of &#039;dirt modules&#039; either at top or bottom. Hmmm, this just gave me an idea for the wish list... [[User:Hobbes|Hobbes]] 20:29, 4 December 2009 (EST)&lt;br /&gt;
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Both alien and X-Com bases &#039;&#039;are&#039;&#039; only two levels. There must be something screwy in your game; XcomUtil maybe?&lt;br /&gt;
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It occurs to me that removing landing gear and stuff might make it &#039;&#039;just&#039;&#039; possible to jam in the Lightning tiles as well (as the MCD requirements would also shrink slightly). That&#039;d make it possible to add the Firestorm, too. Seems a shame to get that far then leave out the Avenger, though...&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 21:30, 4 December 2009 (EST)&lt;br /&gt;
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Nevermind, I completely misread your previous post. Yes, they are two levels only, could be Xcomutil that adds the 3rd level.&lt;br /&gt;
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- [[User:Hobbes|Hobbes]] 22:30, 4 December 2009 (EST)&lt;br /&gt;
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You may be able to get 3 levels in an X-Com Base but not 4. EU has a smaller amount of memory alocated. I dont know the limit but 60x60x4 will crash EU. TFTD has no problem --[[User:BladeFireLight|BladeFireLight]] 02:25, 6 January 2010 (EST)&lt;br /&gt;
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I got partway through this and then decided to change my methods entirely and start from scratch. So I thought I might as well post my progress anyways, as it&#039;s already about on par with the crude TFTD implementation: You always have the same craft appear in your hanger regardless of what is (or isn&#039;t!) there.&lt;br /&gt;
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[[Image:Skyranger In Hanger.rar]]&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 05:40, 17 December 2009 (EST)&lt;br /&gt;
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Hey BB, a while ago I have modded the plane terrain files so that the Skyranger appears facing east instead of south. If you want to use that one (to make it a little different) let me know. [[User:Hobbes|Hobbes]] 08:23, 17 December 2009 (EST)&lt;br /&gt;
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Thanks, but don&#039;t worry about it for now: it&#039;ll make the MCD arrays larger still, so I&#039;ll consider it when I get all the other stuff done. &lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 17:01, 19 December 2009 (EST)&lt;br /&gt;
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The completed mod is now included in my toolpack. As usual, I&#039;ve only done cursory testing on it, but I&#039;m pretty sure it&#039;s stable enough. &lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 06:40, 20 January 2010 (EST)&lt;br /&gt;
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=== Fixed firing TUs ===&lt;br /&gt;
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Something that always bugged me was how the weapons used percentages for firing TUs. It doesn&#039;t make sense that the faster a soldier got, the longer it would take to fire a weapon.&lt;br /&gt;
: This is because you can&#039;t fire an automatic weapon any faster than it will shoot. However, it otherwise makes minimal sense, as you point out. I suggest two alternative solutions. Firstly, that only automatic fire modes use a fixed percentage of a soldier&#039;s time units, and other modes use a fixed number of TUs. This would entail the newer soldiers spraying and your most elite taking fast, selective single shots. The alternative is that each firing mode for each weapon entails its own formula (revealed in the UFOpaedia but essentially hidden during the battlescape) along the lines of &amp;quot;X% of TUs + Y TUs&amp;quot;. Snap fire would be a low % of total plus a low fixed cost, Aimed would be a low % of total with a high fixed cost, and Auto would be a high % of total with a low fixed cost. While this is somewhat complex, in-game you wouldn&#039;t have to worry, and it accounts for what can be reduced (i.e. aiming speed) and what can never be improved by a soldier (i.e. cyclic rate of fire or time for a missile to lock). [[User:Stubbs|Stubbs]]&lt;br /&gt;
:: These observations are very sensible. However we also need to consider the impact on game balance. If you implement this in an even-handed way, alien rates of fire will increase as they have high TUs. Or, if you fudge it so that alien rates of fire remain the same, then X-Com&#039;s advantage will increase as the game progresses. Neither of these are desirable. It would be extremely hard to implement this and still maintain game balance. [[User:Spike|Spike]] 08:41, 1 September 2009 (EDT)&lt;br /&gt;
:::Each turn has the exact same duration, but is divided into TUs separately for each soldier. That&#039;s a simplification that works well in a turn-based game and reflects the fact that a soldier is fast or slow. However, weapons need to be aimed and will not fire faster than normal, thus they require a fixed percentage of the turn duration. In other words, soldiers gain movement speed, but fire at the same rate. This is both desirable and logical, just not self-explanatory. Thus, I would definitely stick to how TUs consumption is solved currently. [[User:mingos|mingos]]&lt;br /&gt;
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=== In-flight Interception ===&lt;br /&gt;
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Yes, I know that this idea is nigh-impossible, but I was thinking, wouldn&#039;t it be awesome to infiltrate a battleship, kill the aliens inside and escape, with the geoscape being shown zooming past underneath? Also, in a similar vein to the &amp;quot;aliens dust off after 3 turns&amp;quot; idea, after killing the aliens ( or blowing up the power cores, maybe?)you would have to get as many troops as possible to the drop ship in 3 turns(in retrospect I guess that you could only do this with the Lightning because of the doors) or the ship crashes and all troops not in the dropship are missing in action. Yes, this idea is impractical and would be really hard to program, but the idea of blowing a UFO up from the inside just seems epic to me. [[User:WolfenMage|WolfenMage]]&lt;br /&gt;
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=== Impose cost to using Psionic attacks===&lt;br /&gt;
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I think everyone agrees Psi attacks are too powerful. I would propose to impose a cost to using Psionic attacks. This could take the form of decreasing the physical stats after using a PSi attack (after all all: the psionic races are physically weak). This could for example lead to a soldier becoming a weakling or even fainting or dying from using psi-attack. Another possibility is to decrease mental stats (in this case the ratio would be that humans are not really being adapted to psi: you could be expected to go crazy playing mind games) leading to a decrease in psionic powers or maybe panicking or beserking the soldier using psi. Together with  limiting psi attacks of MCed units proposed elsewhere this would rebalance the later game somewhat... [[User:Emphyrio|Emphyrio]] 07:22, 9 August 2010 (EDT)&lt;br /&gt;
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: [[UFO Extender]] implements some limitations on X-Com use of Psi, making attacks Line of Sight based. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
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=== Make losing a base less costly ===&lt;br /&gt;
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My friends would often quit and reload after losing a base because it was so costly.  It should definitely be a kick in the teeth, but even the game text suggests some ways you can recover:&lt;br /&gt;
1. Scientists and engineers have already been evacuated -- on a defense loss, let me transfer them to bases with open living quarters.&lt;br /&gt;
2. Likewise, move any ships at that location to another open hangar.  (Maybe doing this requires that I have gotten advanced warning of the attack.)&lt;br /&gt;
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: You can do all of this immediately prior to the attack, which is a small trade off if you win and a great benefit if you lose. I&#039;m not sure you should be able to do it for free, at the instant of losing, and keep your options open until the last second. I think the game is fair and balanced as is. Well OK, maybe an option to do transfers after seeing the Base Attack screen, but before combat, would be user-friendly - it is sometimes hard to get to the Base screen fast enough to perform an evacuation before the base assault starts. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
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=== Have captured aliens be present in base defense ===&lt;br /&gt;
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The alien containment unit could have all my captured aliens present in jail cells. But this requires other things to happen first.&lt;br /&gt;
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On one hand, I think it would be cool if the attackers can rescue their friends and bring them into battle.  So aliens would need to be able to pick up weapons.  Psi powers would suck -- it would seem nuts if a captured ethereal suddenly started brainwashing my crew right away.  Maybe they all start with -50 stun, or maybe (can we do this?) psi-powered enemies have it disabled if they start the game captured.&lt;br /&gt;
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Another issue is that each containment supposedly holds 10 aliens according to the game text, but there is no real limit in the game. Maybe we fix that 10-limit bug (which would mean that we would need to be able to kill overflow aliens), maybe we only take the first 10. And it definitely runs into tile issues.&lt;br /&gt;
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Would the enemies in containment need to be killed/re-stunned to end the mission? Maybe being in a locked jail cell automatically counts as captured.&lt;br /&gt;
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:The problem here is that Alien Containment works entirely differently from how it&#039;s stated.  Alien Containment is instead a file of aliens captured with, IIRC, 50 slots, and it is shared across ALL bases.  So you&#039;d have to figure out some way to change the file to flag aliens as &#039;belonging&#039; to a specific base.  And of course, on higher difficulty modes, the aliens and their terror units already spawn most or all of their UNITPOS.DAT slots anyways. [[User:Arrow Quivershaft|Arrow Quivershaft]] 08:19, 12 January 2012 (EST)&lt;br /&gt;
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=== Grenade Launchers ===&lt;br /&gt;
Is the US army being obstructive?  Why can&#039;t we buy M79s or M203s?  Shooting a grenade through a wiindow/gap is sorely missing, because of the need to arc.  There is the small launcher, but that stuns.  30mm grenades come in HE, WP, Smoke, Incendary, AP and flechette (think shotgun with a 30mm bore!)&lt;br /&gt;
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:They&#039;re not being obstructive, in fact they gave us automatic and semi-automatic grenade launchers, which we call the Auto Cannon and Heavy Cannon. See [[Realistic Equivalents#Weapons]]. [[User:Spike|Spike]] 17:46, 20 March 2011 (EDT)&lt;br /&gt;
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::In that case, why not make the Heavy Cannon and Small Launcher fire in a ballistic trajectory, a la Celatid spit? It would make the HC even more useful until the advent of the Blaster.--[[User:Amitakartok|amitakartok]] 17:45, 19 March 2013 (EDT)&lt;br /&gt;
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=== 80 item limit ===&lt;br /&gt;
The space available should be treated more logically; using the system base stores does.  At the moment craft treat 1 heavy weapon as the same size as 1 grenade.&lt;br /&gt;
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&#039;&#039;This has nothing to do with item size but the size of the database responsible for keeping track of all available items in the battle.  This database size if fixed and just about every routine throughout the program that references this database is written with the size in mind.  Fixing this would require rewriting a majority of the program. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
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== Miscellaneous ==&lt;br /&gt;
===Amitakartok===&lt;br /&gt;
* An option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable. &lt;br /&gt;
*Editable starting soldiers attributes. &lt;br /&gt;
*Editable HWP stats of chassis and their weapons.&lt;br /&gt;
*Editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*Editable fatal wound system.&lt;br /&gt;
*A critical hit chance system.&lt;br /&gt;
*Option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
*Creating and using a custom research tree.&lt;br /&gt;
&#039;&#039;This is pretty much impossible without massively rewriting the way the game handles research.  The &amp;quot;research tree&amp;quot; is just a long list of hard-coded if-then statements.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
* Trigger Discipline: soldiers (and aliens under X-COM mind control) do not reaction-fire at unarmed targets. Psionic aliens and terrorists are considered armed at all times; soldiers under alien mind control are only considered a threat if they have a LOADED weapon (laser or a weapon AND ammo; smoke grenade/small launcher/stun rod doesn&#039;t count as weapon). This eliminates psi-induced friendly fire incidents but also removes the possibility of reactions training.&lt;br /&gt;
* Beware the Ethereal: Ethereal Commanders gain maxed-out Psi Strength and Psi Skill. Lower-ranked Ethereals also gain increases to these stats.&lt;br /&gt;
* Exponential Psi: mind-controlled soldiers can use psi-amps. If set to 1, only panic attacks are launched. If set to 2, mind-control is also permitted.&lt;br /&gt;
* Join Us: all psionic aliens deliberately target amp-wielders before everyone else. Combine with Exponential Psi and Beware the Ethereal for maximum effect... and prepare to sweat blood.&lt;br /&gt;
* Human Shields: psionic aliens deliberately mind-control civilians on terror missions to use them as scouts/cannon fodder. If killed, mind-controlled civvies count against the mission score. If the Tactical AI mod is active, mind-controlled civvies pick up weapons as well. If Trigger Discipline is active, soldiers will not reaction-fire on civvies under any circumstances, even if being shot at by them.&lt;br /&gt;
* Battle Royale: on terror missions, a random number of civilians spawn with Pistols. Optionally, the Tactical AI mod makes them pick up dropped weapons and use them. Thing is, they shoot at not just the aliens but X-COM too!&lt;br /&gt;
* Field Commander: alien commanders can only be found on Battleships. Bases only have leaders.&lt;br /&gt;
* Conservation of Energy: plasma cannons of both flavors (craft and HWP) consume Elerium as ammunition. The first full reload is included in the construction cost, further reloads are deducted from base stores after each deployment (similarly to ammo-using craft and HWP weapons). Makes the game &#039;&#039;significantly&#039;&#039; harder.&lt;br /&gt;
* Elerium Recycling: selling plasma weapon clips won&#039;t turn in any money but returns some of the Elerium used for production. Elerium is more plentiful as a result but an important source of funding is removed, making the early game a bit harder. Additionally, you never get back all of the Elerium used in production, making it inefficient to recycle your own clips.&lt;br /&gt;
* Volatile Elerium: plasma weapons can be set to self-destruct as makeshift explosives. The blast force depends on how many times the current clip was fired; if the clip is empty, the weapon item is removed and the tile merely set ablaze for a few turns... but if it&#039;s a full Heavy Plasma clip, it goes off with the force of a blaster bomb.&lt;br /&gt;
===Fix All Bugs===&lt;br /&gt;
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Oh no [[User:Seb76#Bug Fixes|Seb76]] already did this! :) [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
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= I Wished (And My Wish Came True)... =&lt;br /&gt;
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== Geoscape and Strategic ==&lt;br /&gt;
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=== Fuel Ready always ===&lt;br /&gt;
[[User:Seb76#Mods|Implemented - here]]&lt;br /&gt;
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I wish that I could send out craft at any fuel or ammo level. Normally craft can only leave a base if fully &amp;quot;ready&amp;quot;. Craft is only &amp;quot;ready&amp;quot; at 100% fuel (or 0% fuel using an exploit) but there&#039;s no logical reason why a full tank and full ammo is required. Fully repaired... that&#039;s fine. I can live with pilots refusing to fly a plane missing a wing even if it means England is lost to aliens. 15 hours to fill a tank? Retarded but I can live with that too if I can send out a craft at 20% fuel.&lt;br /&gt;
--[[User:Brunpal|Brunpal]]&lt;br /&gt;
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:Actually, many modern aircraft &#039;&#039;&#039;do&#039;&#039;&#039; require the fuel tanks to be full on takeoff, and fairly empty on landing.  The weight of the fuel is figured into the takeoff aerodynamics, and the tank being full prevents fuel &#039;sloshing&#039; in the tanks and not actually making it to the engine.  (Conversely, many aircraft need to have dispensed of much of that fuel weight before landing.)  This holds for most runway-takeoff craft, but may not apply to anything with VTOL capacity; I&#039;m unsure there.&lt;br /&gt;
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:I do agree that non-full weapons aren&#039;t as critical, though.  But from a logical standpoint, most modern aircraft should not be launched on an empty fuel tank.  I also should noted that an Elerium-fueled craft with [[Known_Bugs#Elerium-fueled_Craft_Bug|50% fuel or less remaining]] will automatically return to base, regardless of distance from base.  Of course, given that such craft fuel up quickly, its less of an issue there. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:05, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hum, maybe you can try [[User:Seb76#Mods|this]]? [[User:Seb76|Seb76]] 13:01, 8 August 2008 (PDT)&lt;br /&gt;
::Thanks! But I can&#039;t try it. I&#039;ve not been able to get my copy of Xcom to run properly except on a Win98 install. VC2008 requires a more modern OS. I&#039;m sure I could &#039;&#039;eventually&#039;&#039; figure out a way to get it running, but I tried once and wasted too much time before giving up.--[[User:Brunpal|Brunpal]] 14:45, 8 August 2008 (PDT)&lt;br /&gt;
:AFAIK VC2008 binaries should run OK on Win98 as long as the runtime is deployed. Anyway, the loader uses CreateRemoteThread API which is not available in Win98 so don&#039;t even bother. &#039;&#039;&#039;However&#039;&#039;&#039;, you can manually patch the binary if you want ;-) Data to patch (all in hexadecimal):&lt;br /&gt;
 offset 0x41752: 2A0075 -&amp;gt; 18207C&lt;br /&gt;
:HTH. [[User:Seb76|Seb76]] 14:56, 8 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Build Stacking===&lt;br /&gt;
[[User:Seb76#Base Building Stacking|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
At the moment you are only allowed to build next to a finished module, and you aren&#039;t allowed to plan ahead in your base construction. It would be nice to at least be able to plan more than one phase of construction in advance. This would be pretty easy to implement. There is no need to code any new &amp;quot;queuing system&amp;quot;. Just place the new module next to an existing under-construction module, but increment the build time to the normal build time + the time remaining on the under-construction module (the lowest time remaining that would make the square you are building in, a legal square to build in). As a premium for build stacking, you have to pay the costs up-front. As with normal construction, all costs are non-refundable if you change your mind. (There would probably need to be some on-screen feedback for how long the module would take to build, before you were committed to building it.) [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
See also: Discussion on [[Talk:Wish List|Talk page]].&lt;br /&gt;
&lt;br /&gt;
=== Keyboard shortcuts at bases  ===&lt;br /&gt;
&lt;br /&gt;
I wish we had (customised, maybe?) keyboard shortcuts at the base screen. Numbers (at the &amp;quot;base information&amp;quot; screen as well) would switch bases, R for research, E for equip craft, T for transfer, M for manufacture, S for soldiers, B for build new base, P for purchase+recruit (or &amp;quot;B&amp;quot; for &amp;quot;buy&amp;quot; - let people double-bind if they need it), I for base information. The doubles (soldiers/sell+sack) could be solved by using the key under the primary one (x for sell+sack). - n (16:26, 16 Aug 2010 (GMT+1))&lt;br /&gt;
&lt;br /&gt;
:Keyboard shortcuts are implemented in [[UFO Extender]]. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Soldier table ===&lt;br /&gt;
&lt;br /&gt;
Soldiers should be listed in a sortable table, so I can sort them based on rank, ship order, firing accuracy, psi skills, in psi training, etc.  If I want to find out my best shooters, it should be a very fast operation.&lt;br /&gt;
&lt;br /&gt;
At a more advanced level: do it across bases; have filter options; sort based on formula (so I can find the soldiers with the best reaction+firing, or the best psi strength + psi skill).[[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sortable soldier list is implemented in UFO Extender and XComUtil. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battlescape and Tactical ==&lt;br /&gt;
&lt;br /&gt;
=== Equipment Management ===&lt;br /&gt;
&lt;br /&gt;
==== Soldiers remembers THEIR equipment ====&lt;br /&gt;
[[XcomUtil|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
I wish soldiers remembered what equipment they LAST used and start with that gear when they land. Normally soldiers grab various gear and put lots of crap on their belt. I put most things on the shoulder slots, and keep many things spare things on the ship just in case I need them. (I only want IN rounds if it&#039;s night. Stop picking them up before I shoot you in the back!) Takes forever to sort out the gear so the weakling isn&#039;t carrying all the rockets etc.&lt;br /&gt;
--[[User:Brunpal|Brunpal]]&lt;br /&gt;
&lt;br /&gt;
:This is already available in [[XcomUtil]].  [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:07, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
====Access to Stats screens during equipment allocation====&lt;br /&gt;
[[User:Seb76#Equipment Screen|Mostly implemented - here]]&lt;br /&gt;
&lt;br /&gt;
In Battlescape you can get to Stats screens by right clicking on one of the unit&#039;s status bars. However you can&#039;t do this in the Equipment screen. Things like Statstrings and (even more so) [[User:Seb76|Seb76]]&#039;s modified Equipment screen with actual/max weight help. But it would be nice to be able to see exact stats. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decrease Accuracy for targets out of sight===&lt;br /&gt;
[[User:Seb76#Range_Based_Accuracy|Brilliantly implemented - here]]&lt;br /&gt;
&lt;br /&gt;
How come you can easily shoot on something you do not see?&lt;br /&gt;
I find the over-used scout-sniper tactic is a cheap exploit of the X-COM. The tactical game should describe a combat, not a cowardly shooting practice. It would turn into a nice feature, if there would be a penalty of (let us say) -20% to the accuracy of anybody who is firing on a target out of his current sight. This can greatly enhance the tactical depth of the game. (Seb around? ;-) --[[User:Kyrub|Kyrub]] 14:20, 30 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
...discussed [http://www.ufopaedia.org/index.php?title=Talk:Wish_list here]&lt;br /&gt;
&lt;br /&gt;
===Enough Smoke===&lt;br /&gt;
[[User:Seb76#Mods|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
It would be nice to increase the current limit on smoke/fire hexes. This is due to their locations being stored in a small, fixed length array. In effect you can only get about 3-4 smoke grenades worth of smoke or fire on the map at the same time. Being able to use smoke liberally would really open up new tactics. At the moment all you can really do is cover the LZ in smoke when you exit the transport, and maybe cover one advance over open ground. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
:I did something for that on my loader. Heavy testing is required because it is hard to be make sure smoke still works as before (testing is the hardest part actually). [[User:Seb76|Seb76]] 14:09, 18 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alien AI ===&lt;br /&gt;
&lt;br /&gt;
====Aliens better with explosions====&lt;br /&gt;
Partly implemented [[User:Seb76#Bug Fixes|here (waypoint bug fix)]] and [[User:Seb76#Mods|here (Blaster drift)]]. &#039;&#039;(Possibly move this to talk, as notwithstanding these 2 bugs, apparently the Aliens are fairly safe with lethal explosives.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wish that aliens using grenades or blaster bombs or stun bombs (anything that goes boom) would use more sense. They should not want to use items that go boom when they are guaranteed to be caught in the blast radius. The alien can use grenades and blaster bombs by going out of line of sight before the explosion goes off. That may not save them if the explosion blows out the walls. At least it would be less stupid then firing a point blank blaster bomb vs taking 5 steps and setting up another waypoint. Units with morale above 100 or mind controlled should still be suicidal as normal.--[[User:Brunpal|Brunpal]] 13:55, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Actually, the aliens are quite careful with their explosives, they just seem to be prone to the occasional accident. They&#039;re not likely to fire off a blaster or grenade too close to them - as evident by the strategy where if you see an alien with a BB but can&#039;t shoot back, the safest place is to stand next to it. The blaster bomb vertical waypoint fix in the loader also eliminates the &#039;oops&#039; moments where they plot a vertical right angle too close to themselves and there just happens to be a wall to the south. However, they do need more care with stun bombs as you often get to see an alien fire a stun bomb point blank into a HWP parked next to it. But I guess we are talking about three different weapon types here, so they may not be as careful with a standard firearm as they are with grenades and the BB. Wish the Apocalypse aliens at least had as much sense as the UFO/TFTD aliens. In that game, they&#039;re utterly psychotic with explosives and ignore nearby allies. -[[User:NKF|NKF]] 14:34, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind Controlled then Hostile ===&lt;br /&gt;
If you mind control a human (civilians) in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control.&lt;br /&gt;
: Now fixed by the Seb76 loader [[User:Spike|Spike]] 19:13, 11 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Mind Controlled then MIA ===&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
: I believe XComUtil fixes this MIA issue. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
:: XcomUtil 9.6 also restores all DOA if you win to. Not what was intended. This feature has been removed as of 9.7 until I can fix it. --[[User:BladeFireLight|BladeFireLight]] 02:27, 6 January 2010 (EST)&lt;br /&gt;
: Now also fixed by the Seb76 loader [[User:Spike|Spike]] 19:13, 11 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Open Doors But Don&#039;t Enter/Exit ===&lt;br /&gt;
&lt;br /&gt;
Open doors like they do in TFTD (I know this is mentioned above with the good stun grenades idea).&lt;br /&gt;
: Now fixed by the Seb76 loader [[User:Spike|Spike]] 19:13, 11 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Warm Grenades===&lt;br /&gt;
&lt;br /&gt;
Currently when you set the timer on a grenade (or HE pack), the timer runs down every turn regardless of whether the grenade is worn, held, or dropped. Then, when the timer runs out, it explodes unless it is held or worn. There is no real grenade or explosive that works this way. Once the timer (fuse) starts running, they explode regardless. However for most hand grenades, the timer (fuse) doesn&#039;t start until after you throw/drop the grenade. It would be nice to have both of these real world behaviours, and lose the game&#039;s default behaviour. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Technically the way the game implements grenades, they don&#039;t have a timer. At least, not as such. When you set a grenade, the game just assigns it a turn to blow up on. Once the turn has passed, the game checks to see that it&#039;s on the ground and blows it up if it is, otherwise it doesn&#039;t. I believe Seb76 has already addressed this in his patches where there&#039;s an option to make grenade blow up regardless whether they are in inventory or otherwise the moment the timer is set. X-Com Apocalypse does a good job of this. The moment the grenade is so much as moved after the timer is set, it counts down. - [[User:NKF|NKF]] 23:01, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: To simulate an actual timer, you would need to do something like: Every turn that a primed grenade is being held by a unit during the &amp;quot;explode&amp;quot; check, increment by +1 the turn when that grenade is going to explode. [[User:Spike|Spike]] 19:10, 14 September 2008 (PDT)&lt;br /&gt;
:::I think I would change quantity2 ([[OBPOS.DAT]]) to a countdown instead of a turn, and use quantity3 as a flag indicating if the count has started. This flag is set any time a turn ends and the grenade has no owner. Taking it back in your hand once the timer has started won&#039;t help and the thing must be thrown... quantity2 is decreased if quantity3 is set, and the grenade blows up as usual. [[User:Seb76|Seb76]] 01:35, 15 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: That would be great. It would be exactly consistent with a &#039;spoon&#039; type hand grenade. The timer only starts when you release the grenade, but after that it explodes at a definite time regardless of whether you pick it up or not. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Implemented in [[UFO Extender]]. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Category =&lt;br /&gt;
The page needs to be listed in various categories, which ones I don&#039;t know. Also links on other pages to this one would aid people finding it.&lt;br /&gt;
&lt;br /&gt;
: OK how about this one: [[User:Spike|Spike]] 12:21, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oddities and bugs]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=90408</id>
		<title>XCOM News</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=90408"/>
		<updated>2020-04-16T12:43:49Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Ufopaedia.org news page where relevant news and site messages will appear. When this page is transcluded into other pages, only the new news items should appear there. Everything else will only display on this page. &lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
====&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;XCOM: Chimera Squad announced!&amp;lt;/span&amp;gt;====&lt;br /&gt;
&#039;&#039;&#039; April 14th, 2020&#039;&#039;&#039;&lt;br /&gt;
:*Firaxis has [https://twitter.com/XCOM/status/1250061590092828678 announced] an upcoming spinoff to the XCOM franchise, &amp;quot;Chimera Squad&amp;quot;, to be released in April 24th. The events of the game take place 5 years after XCOM 2 and are centered upon the titular multi-species law enforcement unit keeping the peace among the humans and aliens living together in the metropolis known as City 31, as a seeming spiritual successor to X-COM: Apocalypse. The released [https://www.youtube.com/watch?v=39fhpegVBQQ gameplay trailer] reveals that in addition to playable alien squad members, consisting of the Sectoid Verge, the Viper Torque and the Muton Axiom, the game also introduces a Breaching mechanic for setting up an opening surprise attack at the beginning of combat, a Timeline system where the combatants on both sides individually take turns after each other in a fixed, faction-alternating order rather than the entire team acting as once like in previous games, as well as disposable androids to take the place of injured agents on the team roster.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;XCOM 2: War Of The Chosen DLC announced!&amp;lt;/span&amp;gt;====&lt;br /&gt;
[[File:War of the Chosen.png|240px|thumb|Reaper Resistance faction]]&lt;br /&gt;
&#039;&#039;&#039; June 12th, 2017&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has [https://twitter.com/XCOM/status/874313674835415040 announced] &amp;quot;War Of the Chosen&amp;quot; the next XCOM 2 DLC to be released in August 29th. The DLC will introduce several new enemies, including the Chosen, an elite alien team consisting of the Assassin, the Hunter and the Warlock tasked with recapturing the XCOM commander, along with ADVENT&#039;s new Purifier and Priest units. As for XCOM, there will be 3 new classes, Reaper, Skirmisher and Templar representing Resistance factions that you&#039;ll need to recruit to your cause. And finally, the Lost will be introduced, which consist of mutated humans who dwell in the ruins of Earth&#039;s cities that were destroyed in the initial invasion. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;XCOM 2: The Real War Begins teaser&amp;lt;/span&amp;gt;====&lt;br /&gt;
&#039;&#039;&#039; June 11th, 2017&#039;&#039;&#039;&lt;br /&gt;
:* [https://twitter.com/XCOM/status/872815512656412672 XCOM]&#039;s Twitter account has just posted a poster teaser for XCOM 2: The Real War Begins, the expected expansion to Firaxis&#039; latest release in the XCOM series. Details of the new expansion will be [http://www.pcgamer.com/2k-and-firaxis-to-present-at-the-pc-gaming-show-at-e3/ revealed] next Monday, June 12th at the E3 convention.&lt;br /&gt;
&#039;&#039;&#039; January 20th, 2017&#039;&#039;&#039;&lt;br /&gt;
:* [http://www.pavonisinteractive.com Pavonis Interactive], formerly Long War Studios, has released a new version of its famous [[Long_War|Long War]] mod for XCOM 2. Long War 2 adds several new classes, equipment, research, aliens, missions and more, while increasing the duration of the game. Long War 2 can be downloaded through the Steam Workshop [https://steamcommunity.com/sharedfiles/filedetails/?id=844674609 page].&lt;br /&gt;
&#039;&#039;&#039; November 11th, 2016&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;U.S. advanced research organization [https://www.nasa.gov/feature/goddard/2016/nasa-s-navcube-could-support-an-x-ray-communications-demonstration-in-space-a-nasa-first accidentally reveals XCOM device&#039;&#039;&#039;.] Researchers admit they, quote, &amp;quot;need more support to complete the XCOM package&amp;quot;. [[Council_of_Funding_Nations]] advises NASA to use cover story in hopes of keeping invasion secret.  :)&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; June 11th, 2016&#039;&#039;&#039;&lt;br /&gt;
:* Steam have a one third off weekend special on XCOM 2 this weekend. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:XCOM2_Sectopod.png|240px|thumb|XCOM 2 Arrives]]&lt;br /&gt;
&#039;&#039;&#039; February 4th, 2016&#039;&#039;&#039;&lt;br /&gt;
:* It is now possible to start the preload of XCOM 2 through Steam (~24.6 Gb download). Firaxis has already [http://steamcommunity.com/games/268500/announcements/detail/843665914362353836 announced] the release schedule for the different regions and has made available the ingame characters of the Development team for use in XCOM 2&#039;s Character Pool. Several reviews have been already released on the major gaming sites - some spoilers might be included on those, read at your own risk. Good luck commanders. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:XCOM 2 Retaliation.png|240px|thumb|XCOM 2 - Join Us Or Become Them]]&lt;br /&gt;
&#039;&#039;&#039; December 12th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* The Official [[XCOM2|XCOM 2]] &amp;quot;Retaliation&amp;quot; trailer has been released. You can check the video [https://www.youtube.com/watch?v=j0qHZG1-rEg here] and for more ingame action, you can check Beaglerush&#039;s XCOM 2 gameplay videos: [https://www.youtube.com/watch?v=I9vG-N0ILB0 War Hand], [https://www.youtube.com/watch?v=JT_0gsOmsQE Blacksite] and [https://www.youtube.com/watch?v=5X1Tfx_TM38&amp;amp;feature=youtu.be Legendary War Hand]. XCOM 2 will be released on February 5th, 2016. &lt;br /&gt;
[[File:XCOM 2 Soldier Customization.png|240px|thumb|Soldier Customization]]&lt;br /&gt;
&#039;&#039;&#039; September 10th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* [[XCOM2]] has been made available for pre-order on Steam in addition to XCOM: Enemy Unknown being free to play for all users until 10am PT on Sunday, September 13 with a 75% discount for anyone who purchases the game during the same period. This discount also applies to all downloadable content. Like the Elite Soldier Pack that came with pre-orders of Enemy Unknown, XCOM2 pre-orders come with the Resistance Warrior Pack which has more soldier customization options.[http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;August 7th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released new [https://www.youtube.com/watch?v=lj42i7f1nj0&amp;amp;feature=youtu.be footage] of the upcoming [[XCOM2]] game, with a focus on the Avenger, the mobile base used by XCOM to fight the ADVENT forces. Highlights include a tour through the base facilities and XCOM&#039;s Chief Engineer and Scientist, as well as a display of the soldier customization and the strategic layer.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====OpenTFTD Beta Released====&lt;br /&gt;
[[File:OpenTFTD1.png|240px|thumb|OpenTFTD]]&lt;br /&gt;
&#039;&#039;&#039;August 4th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* The developers of [[OpenXcom]] have released the first Nightly (a.k.a. beta version) of [http://openxcom.org/ OpenTFTD], an open source reimplementation of [[TFTD|XCOM: Terror From The Deep]]. OpenTFTD comes included with the engine of regular OpenXcom and requires a copy of the original TFTD game to play.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====XCOM 2 Gameplay Video Released====&lt;br /&gt;
&#039;&#039;&#039;June 16th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released the first [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s video] of XCOM 2 gameplay during the E3 2015 conference. The footage features a tactical mission where XCOM troops have to blow up an Advent target and it shows several enemies, including the Advent units of Soldier, Captain, Turret and MEC, as well as the Viper and the evolved Muton Berserker. The video also shows the new concealment/ambush mechanic, as well as a Gremlin hacking a turret and the Skyranger retrieval. It is also possible to see Officer [[Bradford (EU2012)|Bradford]] ordering XCOM troops into action and a glimpse of the world under the alien occupation.&lt;br /&gt;
&lt;br /&gt;
====XCOM2 confirmed!==== &lt;br /&gt;
&#039;&#039;&#039;June 1st, 2015&#039;&#039;&#039;&lt;br /&gt;
:* 2K and Firaxis have confirmed today on the XCOM official website [[http://xcom.com/]] the upcoming sequel to XCOM: Enemy Unknown. [[XCOM2]] takes place 20 years after the events of the remake, where the aliens have taken over Earth and the remains of XCOM are waging a guerrilla war against the extraterrestrials. The game will feature new soldier classes, the return of the [[Snakemen]] along with other new aliens, procedure generated (random) maps, and will be exclusive to the PC with specific features for mod development. More features will be revealed soon on IGN [http://ca.ign.com/articles/2015/06/01/xcom-2-announced-ign-first].&lt;br /&gt;
&#039;&#039;&#039;May 29th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Two clues at the Advent website have a series of letters that when combined produce &amp;quot;VIGILO CONFIDO&amp;quot;, or the motto of Enemy Unknown 2012. It seems that a new XCOM game is under development and more details should be announced later. &lt;br /&gt;
&#039;&#039;&#039;May 27th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* 2K has released yesterday a link to a site that presents an alternate reality company called [http://www.adventfuture.org/ Advent Administration]. Its contents have triggered speculation on the 2K official forums and Xcom subreddit that it is related to a new upcoming XCOM announcement. The site contains a rotating globe, pictures depicting a XCOM: Apocalypse style city, one of which seems to contain artwork already present on XCOM: Enemy Unknown, and a downloadable .pdf file uses a font called &#039;XCOM-Regular&#039;. The site also appears to be under some sort of hacking by an unknown party, with its contents being replaced by phrases such as &#039;we are still watching&#039;. While all of this is merely circumstantial evidence, 2K is expected to announce a major title on the next E3 Conference in 3 weeks so keep tuned for further details. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archived News == &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 21st, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released video footage of the two panels dedicated to XCOM: Enemy Unknown during the company&#039;s 2014 community convention, which took place last month. The panels were called &#039;&#039;Designing the Soldiers in XCOM&#039;&#039;, which was presented by Game Designer Ananda Gupta, and &#039;&#039;The Artwork of XCOM&#039;&#039;, by Art Director Greg Foertsch. The Firaxicon videos are available at Firaxis&#039;s Youtube [https://www.youtube.com/playlist?list=PL-lTq9LJCHpRP88U3dngU2P6GhJ8KqEjP channel]. &lt;br /&gt;
&#039;&#039;&#039;October 16th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Steam announced that XCOM: Enemy Unknown can be played for free this weekend, starting today and until next Sunday. For more details check Steam&#039;s [http://store.steampowered.com/news/14681/ announcement]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;August 5th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Fantasy Flight Games announced that they&#039;ll be publishing &#039;&#039;XCOM: The Board Game&#039;&#039; on the last quarter of 2014. The tabletop board game is based on [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] and can be played from 1-4 players, which take the individual roles of XCOM Commander, Chief Scientist, Central Officer and Squad Leader, with the help of an app companion to determine the moves of the alien forces. For more details check the publisher&#039;s [http://www.fantasyflightgames.com/edge_news.asp?eidn=4972 page], and yes, the game comes included with plastic figures representing all soldier classes, as well as the Interceptors and UFOs. Cost is presented as $59.95 for this game and it will be available for preview at the publisher&#039;s booth on Gen Con Indy 2014. &lt;br /&gt;
&#039;&#039;&#039;June 13th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* [[OpenXcom]] has just completed its release 1.0 version, available for free at [http://openxcom.org/ openxcom.org]. If you&#039;re looking to spice up the original [[X-COM|UFO: Enemy Unknown]] game, then check out this revamped open source clone version, developed by [[User:SupSuper|SupSuper]] and a bunch of X-COM enthusiasts. For more details about OpenXcom, see this [https://www.youtube.com/watch?v=GL2x-Sz9Oa8 presentation]. &lt;br /&gt;
&#039;&#039;&#039;May 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*Feral Interactive has [http://www.feralinteractive.com/en/news/424/ announced] that they will release XCOM: Enemy Unknown as their first game for Linux this summer, using the Ubuntu 14.04 version and through SteamPlay. &lt;br /&gt;
&#039;&#039;&#039;May 17th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[https://www.youtube.com/watch?v=qsHppXrgP0I YCOM: Enemy Unlikely] - Another remake of the XCOM series, YCOM: Enemy Unlikely is a demake of XCOM: Enemy Unknown, with a bit of hilarity added. The video contains a link on its description to download and play the game. &lt;br /&gt;
&#039;&#039;&#039;April 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://xcomrl.blogspot.pt/ X@COM] - playable alpha demo. X@COM, or XCOM Rogue-like, is a current fan project that aims to replicate the original UFO: Enemy Unknown using only ASCII characters. They&#039;re aiming to finish the project by 2015 and they have a current playable alpha version that can be downloaded for playing. &lt;br /&gt;
&#039;&#039;&#039;March 9th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://www.kotaku.com.au/2014/03/x-coms-design-document-had-just-12-pages/ Kokatu] magazine has published an article about the creation of the original [[X-COM|UFO: Enemy Unknown]] which includes a [http://www.gdcvault.com/play/1017808/Classic-Game-Postmortem-X-COM link] to last year&#039;s video presentation made by its creator, Julian Gollop, about the original game&#039;s design process.&lt;br /&gt;
&#039;&#039;&#039;March 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*XCOM: Complete Edition released for PC and Mac. Includes all of the DLCs released so far, including the Elite Soldier Pack, Slingshot and Enemy Within. &lt;br /&gt;
&#039;&#039;&#039;February 7th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] has won the Best Strategy/Simulation Game of the Year 2013 DICE awards. For a list of winners see [http://www.interactive.org/news/17th_annual_dice_awards_winners.asp].&lt;br /&gt;
&#039;&#039;&#039;February 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*2K Games is preparing the release a complete edition of [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] on March 4th, according to [http://www.gameinformer.com/b/news/archive/2014/02/03/xcom-and-civilization-v-complete-editions-coming-soon.aspx Gameinformer]. No further details have been released yet about the edition but it&#039;s likely that it should include all of the DLCs released so far, such as [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] expansion.&lt;br /&gt;
&lt;br /&gt;
==== [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] and [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] have been released! ====&lt;br /&gt;
====XCOM: Enemy Within released====&lt;br /&gt;
&#039;&#039;&#039;November 15th 2013&#039;&#039;&#039;&lt;br /&gt;
:*And now it is the rest of the world&#039;s turn as Enemy Within receives its international release today. So get on and enjoy the all new features!&lt;br /&gt;
&#039;&#039;&#039;November 12th 2013&#039;&#039;&#039;&lt;br /&gt;
:*XCOM Enemy Within is released in America with new features like the new human faction – EXALT, Base Defence and all new maps and council Missions. Enjoy the game and see you on the farm with the crashed UFO.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within Reviews! ====&lt;br /&gt;
&#039;&#039;&#039;November 11th 2013&#039;&#039;&#039;&lt;br /&gt;
:*Several reviews of [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] have been published today. To read/see them, check [http://www.escapistmagazine.com/articles/view/editorials/reviews/10729-XCOM-Enemy-Within-Review Escapist Magazine] (&amp;quot;&#039;&#039;All of the fun new toys, however, do work a bit against the game&#039;s biggest flaw - after a certain point of advancement, the challenge and satisfaction of snuffing aliens dissipates quickly.&#039;&#039;&amp;quot;), [http://www.shacknews.com/article/81977/xcom-enemy-within-video-review Shacknews] (&amp;quot;&#039;&#039;Firaxis once again manages to balance XCOM&#039;s disparate elements, resulting in a challenging and satisfying experience.&#039;&#039;&amp;quot;), [http://uk.ign.com/articles/2013/11/11/xcom-enemy-within-review IGN] (&amp;quot;&#039;&#039;Enemy Within is an amazing expansion to a brilliant tactical game.&#039;&#039;&amp;quot;) and [http://www.strategyinformer.com/pc/xcomenemyunknowntheenemywithin/reviews.html Strategy Informer] (&amp;quot;&#039;&#039;I could go on about the virtues of Enemy Within, about how good it was to play through the whole campaign again, but ultimately it’ll come down to two factors: The fact that the ending hasn’t changed a bit, and the fact that, ultimately, you’re still playing the same game.&#039;&#039;&amp;quot;, and [http://www.youtube.com/watch?v=4mb_RXgIStw Revision3] (&amp;quot;&#039;&#039;EW gets a 4 out of 5.&#039;&#039;&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====The Bureau Expansion====&lt;br /&gt;
&#039;&#039;&#039;November 8th 2013&#039;&#039;&#039;&lt;br /&gt;
:*[[The Bureau: XCOM Declassified|The Bureau: XCOM Declassified]] gained it first DLC Pack today in the form of [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] in which the player takes control of DaSilva in an attempt to get to the bottom of a mysterious new infection.&lt;br /&gt;
&lt;br /&gt;
==== XCOM Base Defense confirmed on EW====&lt;br /&gt;
&#039;&#039;&#039;October 23th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The newest preview videos released ([http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10679-XCOM-Enemy-Within-Preview-Whole-New-Game here] and [http://www.gamespot.com/videos/base-defense-returns-in-xcom-enemy-within/2300-6415682/ here]) have confirmed the addition of a Base Defense mission to [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], a feature of the original game long called for by players. Check for more details on the Enemy Within page.&lt;br /&gt;
&lt;br /&gt;
==== EXALT revealed!====&lt;br /&gt;
&#039;&#039;&#039;October 9th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*A new faction has been revealed for [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], the upcoming [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] expansion. XCOM&#039;s new enemies are called EXALT and they&#039;re a secret paramilitary human group that is conspiring to use the alien technology and chaos of the invasion to achieve world domination. More details available at the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within details announced!====&lt;br /&gt;
&#039;&#039;&#039;August 21st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K revealed details about &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;, the upcoming expansion to [[Enemy Unknown (2012)|XCOM: Enemy Unknown]]. The main features are the addition of the Meld, a substance that allows you to create a new class (Mech Troopers), with new weapons and abilities or to genetically enhance your soldiers (Gene Mods), along with other features. The release date is November 12th (US) and 15th (rest of the world) and check the full details on the [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within will be revealed on August 21st====&lt;br /&gt;
&#039;&#039;&#039;August 3rd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K has confirmed that it will reveal during Gamescom 2013 a new DLC for XCOM: Enemy Unknown called [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified will be released next month====&lt;br /&gt;
&#039;&#039;&#039;July 18th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The upcoming XCOM squad based shooter will be available for sale on stores on August 20th in the US and on the 23rd to the rest of the world. From the available previews/footage it seems the game has been redesigned as a prequel to &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, featuring Sectoids, Mutons and even Silacoids.&lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified coming soon====&lt;br /&gt;
&#039;&#039;&#039;May 5th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Marin&#039;s 2K XCOM squad based shooter should be released soon as &#039;&#039;&#039;The Bureau: XCOM Declassified&#039;&#039;&#039;. The game was announced three years ago and has been redesigned.&lt;br /&gt;
&lt;br /&gt;
==== Clash of the Titans: X-COM meets XCOM ==== &lt;br /&gt;
&#039;&#039;&#039;April 2nd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Julian Gollop and Jake Solomon have met for the first time during Game Developers Conference 2013 to be interviewed regarding the original game and the 2012 remake. Check the video of the encounter here: [http://www.youtube.com/watch?v=z8zZsecTRfM].&lt;br /&gt;
&lt;br /&gt;
==== GDC 2013: Julian Gollop&#039;s Postmortem on UFO: Enemy Unknown/XCOM: UFO Defense ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 28th, 2013&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:*Julian Gollop gave a talk at Games Developers Conference 2013 on the development of the original UFO: Enemy Unknown/XCOM: UFO Defense. An interesting look into the philosophies and source material that went into the making of the game, and also how it nearly failed. &lt;br /&gt;
&lt;br /&gt;
:: See the video at: http://www.gamespot.com/events/gdc-2013/video.html?sid=6406150&lt;br /&gt;
&#039;&#039;&#039;March 1st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;Elite Edition for the Mac announced.&#039;&#039;&#039; Firaxis have announced that Feral Games are porting XCOM: Enemy Unknown to the OS X and will be released in an Elite Edition. This edition will include the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and [[Second Wave (EU2012)|Second Wave]] DLCs and should be released this spring. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 8th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[Second Wave (EU2012)|Second Wave]] options now available on XCOM: Enemy Unknown.&#039;&#039;&#039; The latest patch released today by Firaxis now activates the Second Wave options and makes it available for the game. Despite it being already included but inactive (and playable through mods) the developers had stated that they didn&#039;t had time to complete Second Wave before XCOM: Enemy Unknown but it was on their intentions to finish it. It now includes the following [[Info_(EU2012)#Advanced Options|options]] as part of Advanced Gameplay: &#039;&#039;Damage Roulette, New Economy, Not Created Equally, Hidden Potential, Red Fog, Absolutely Critical, The Greater Good, Marathon, Results Driven, High Stakes, Diminishing Returns, More Than Human, Total Loss, War Wariness, E-115&#039;&#039; and &#039;&#039;Alternate Sources&#039;&#039;. The [[Patches_(EU2012)#2013-01-08|patch]] also introduces fixes to the teleport bug and adds a new XCOM Hero. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;December 4, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has released the first of two DLC packs for all platforms, named &#039;&#039;Slingshot&#039;&#039;.  The pack features several additional new helmets, 1 new armor decoration and 3 linked Council missions and a special playable soldier named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 23, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has [http://www.2kgames.com/blog/add-on-content-packs-for-xcom-enemy-unknown-coming-soon announced] the first of two DLC packs for all platforms. The first, named &#039;&#039;Slingshot&#039;&#039;, will feature 3 new linked Council missions that will focus on a playable character named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 9, 2012&#039;&#039;&#039;&lt;br /&gt;
:* Eighteen years after the original release of &#039;&#039;UFO: Enemy Unknown&#039;&#039; (or &#039;&#039;XCOM: UFO Defense&#039;&#039;), 2K Games has released today in North America &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, its remake of the original game, which will be followed by the international release next Friday. XCOM is back!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; September 24, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Demo is released on &#039;&#039;&#039;[http://store.steampowered.com/app/200510/ Steam]&#039;&#039;&#039;. It features a tutorial mission, a standard mission and a limited interaction with the Base and Geoscape layer.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; August 10, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Multiplayer deathmatch revealed for XCOM: Enemy Unknown (2012), mix your own squad of soldiers &amp;amp; aliens and battle online vs other players. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; January 5, 2012 &#039;&#039;&#039;&lt;br /&gt;
:*Publisher 2K Games announces that Firaxis (makers of Civilization) is developing a re-imagining of the original XCOM: Enemy Unknown for release this fall (2012).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====  &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;New XCOM FPS Game by 2k Marin&amp;lt;/span&amp;gt; ====&lt;br /&gt;
:* XCOM FPS has been delayed multiple times, release is late 2013 or 2014 at the earliest.&lt;br /&gt;
:* The game will focus on elite U.S. government operatives attempting to prevent a nightmarish invasion of the United States (while dropping the dash in X-COM). See:&lt;br /&gt;
:* The [http://www.xcom.com official XCOM] site (only a couple of trailers here)&lt;br /&gt;
:* Some criticism of its change in focus ([http://www.destructoid.com/2k-marin-s-22-minute-demonstration-of-xcom-209954.phtml 1], [http://www.destructoid.com/2k-xcom-changed-because-strategy-games-aren-t-modern-205991.phtml 2]), although 2k Marin may be rethinking this&lt;br /&gt;
:* [http://forums.2kgames.com/forums/forumdisplay.php?76-XCOM-General-Discussion 2k&#039;s XCOM forum], including passionate posts by X-Commies&lt;br /&gt;
:* Once slated for March 2012 release, it has now slipped to a later date ([http://www.videogamer.com/xbox360/xcom_2k_marin/news/xcom_release_date_slips_avoids_mass_effect_3.html 1], [http://www.gamespot.com/news/6344515.html?tag=nl.e579 2]).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====   &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;X-COM Packages &amp;lt;/span&amp;gt; ====&lt;br /&gt;
Now available for less than $15&lt;br /&gt;
:*At [http://www.gamersgate.com/index.php?page=product&amp;amp;what=view&amp;amp;sku=DDB-XCOM&amp;amp;via=newly_added&amp;amp;aff=sc GamersGate], [http://store.steampowered.com/sub/964/ Steam] and [http://www.direct2drive.com/2/7614/product/Buy-X-Com-Complete-Bundle-Download Direct2Drive]. (Includes &#039;&#039;&#039;UFO&#039;&#039;&#039;, &#039;&#039;&#039;TFTD&#039;&#039;&#039;, &#039;&#039;&#039;Apoc&#039;&#039;&#039;, &#039;&#039;&#039;Int&#039;&#039;&#039;, and &#039;&#039;&#039;Enf&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;reviews&amp;quot;, see [[GEOSCAPE.EXE#X-COM_Complete_Packages|this]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;&#039;&#039;&#039;OFFICIAL&#039;&#039;&#039;&amp;lt;/span&amp;gt; - [http://kotaku.com/5516654/x+com-is-back NEW X-COM GAME FROM THE DEVELOPERS OF BIOSHOCK 2]&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, this will come as a shock to all, but 2K Australia and 2K Marin is busily working on a first-person shooter based on the X-COM franchise. More info will presumably become available on the 2010 E3.&lt;br /&gt;
&lt;br /&gt;
For more information/rumors check 2K&#039;s [http://forums.2kgames.com/forums/forumdisplay.php?f=76 X-COM forum].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=84225</id>
		<title>S.H.I.V. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=84225"/>
		<updated>2017-03-07T21:07:54Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: adding personal observations about the utility of SHIVs in Covert Data Recoveries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:SHIV_Concept.jpg|right|340px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an [[XCOM (EU2012)|XCOM]] [[Soldiers (EU2012)|soldier]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s are controllable weapons platforms, They are the same size as a [[Soldiers (EU2012)|soldier]], so can fit through doors, and follow most of the same rules as soldiers with regards to moving, [[Aim (EU2012)|firing]] and dashing. S.H.I.V.s cannot use [[Cover (EU2012)|cover]], but make up for this by having high HP and innate [[Defense (EU2012)|defense]] equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus [[Critical Hits (EU2012)|critical hit]] chance. S.H.I.V.s are also a little faster than a regular soldier.&lt;br /&gt;
&lt;br /&gt;
S.H.I.V. uses one space in the [[Barracks (EU2012)|Barracks]] and can be sent on [[Missions (EU2012)|missions]] using one of the [[Squads (EU2012)|squad]] slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new [[Abilities (EU2012)|abilities]] except through additional [[Foundry (EU2012)|Foundry]] projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.&lt;br /&gt;
&lt;br /&gt;
If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it&#039;s repaired, similar to how soldiers must recover after being wounded.&lt;br /&gt;
&lt;br /&gt;
==  Models ==&lt;br /&gt;
All S.H.I.V.s come with a standard &#039;&#039;&#039;Minigun&#039;&#039;&#039; by default, which does &#039;&#039;&#039;5-7&#039;&#039;&#039; normal damage and has &#039;&#039;&#039;10%&#039;&#039;&#039; crit chance. The weapon is automatically upgraded to the best weapon available through [[Foundry (EU2012)|Foundry]] research.&lt;br /&gt;
&lt;br /&gt;
=== S.H.I.V. ===&lt;br /&gt;
Each S.H.I.V costs §50 and takes 7 days (3 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:S.H.I.V. (EU2012).png|right|150px|S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|14&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Alloy S.H.I.V. ===&lt;br /&gt;
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by [[XCOM (EU2012)|XCOM]] soldiers. If S.H.I.V.s are unlocked, it will be available after competing [[Research (EU2012)|research]] for the [[Carapace Armor (EU2012)|Carapace Armor]].&lt;br /&gt;
Each Alloy S.H.I.V costs §75 and requires 10 Engineers and 20 Alien Alloys, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]].&lt;br /&gt;
[[File:Alloy S.H.I.V. (EU2012).png|right|150px|Alloy S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Hover S.H.I.V. ===&lt;br /&gt;
The Hover S.H.I.V. is capable of limited flight similar to [[Archangel Armor (EU2012)|Archangel Armor]]. The Hover S.H.I.V does &#039;&#039;&#039;not&#039;&#039;&#039; provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the [[Firestorm (EU2012)|Firestorm]].&lt;br /&gt;
Each Hover S.H.I.V costs §100 and requires 20 Engineers and 30 Alien Alloys and 20 Elerium, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:Hover S.H.I.V. (EU2012).png|right|150px|Hover S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|Flight Time&lt;br /&gt;
|12/24&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Foundry (EU2012)#Foundry Projects|Foundry Upgrades]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Suppression&#039;&#039;&#039; - Same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]&#039;s [[Suppression (EU2012)|suppression]] ability.&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Laser&#039;&#039;&#039; - [[Heavy Laser (EU2012)|Heavy Laser]] research required to unlock. +2 damage, +15 aim, +5 crit chance. &lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Plasma&#039;&#039;&#039; - [[Heavy Plasma (EU2012)|Heavy Plasma]] research required to unlock. +4 damage, +25 aim, +10 crit chance&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Repair&#039;&#039;&#039; - Allows [[Arc Thrower (EU2012)|Arc Thrower]] equipped [[Soldiers (EU2012)|soldiers]] to use them to repair S.H.I.V.s.&lt;br /&gt;
** If [[Drone (EU2012)|Drones]] appear on a mission, and the Foundry&#039;s Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Repair&#039;&#039;&#039; - [[Foundry_(EU2012)|Foundry]] version of the [[OTS (EU2012)|Officer Training School]]&#039;s &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039;: speeds up repairs when you get home.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Flight&#039;&#039;&#039; - Doubles the Hover S.H.I.V. fuel capacity.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Construction&#039;&#039;&#039; - Halves build time.&lt;br /&gt;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. +3 health.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. Increases movement.&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Drone&#039;&#039;&#039; - [[Drone Autopsy (EU2012)|Drone Autopsy]] research required to unlock. S.H.I.V. is repaired by 2hp per turn, and gains [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
* S.H.I.V.s have a higher movement speed than a basic [[Soldiers (EU2012)|soldier]] and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.&lt;br /&gt;
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased [[Critical Hits (EU2012)|critical hit]] chance.&lt;br /&gt;
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms in Enemy Unknown but can hop over half cover walls and berms in the Enemy Within expansion.&lt;br /&gt;
* S.H.I.V HP gets a sizeable boost when you develop [[Carapace Armor (EU2012)|Carapace Armor]] in the form of the Alloy variant, but doesn&#039;t improve beyond that, meaning that [[Titan Armor (EU2012)|Titan Armor]] makes them somewhat obsolete although S.H.I.V.s do benefit from the Shaped Armor foundry upgrade in Enemy Within for an additional three hps.&lt;br /&gt;
* S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you&#039;ll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.&lt;br /&gt;
** However, if disaster strikes and you lose a lot of high ranked soldiers, fielding some S.H.I.V.s is better than fielding a full squad of inexperienced soldiers.&lt;br /&gt;
* S.H.I.V.s high speed and no need to pay attention to [[Cover (EU2012)|cover]] makes it easy to get flanks with them.&lt;br /&gt;
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and [[Suppression (EU2012)|suppressing]] the target to keep them in place while advancing.&lt;br /&gt;
* Alloy S.H.I.V.s can be used as &amp;quot;band aid&amp;quot; cover. If you uncover aliens and they flank a soldier who now can&#039;t move (or you don&#039;t want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.&lt;br /&gt;
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.&lt;br /&gt;
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.&lt;br /&gt;
* Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an [[Ethereal (EU2012)|Ethereal]]&#039;s Psi-lance or Rift.&lt;br /&gt;
* S.H.I.V.s can rescue [[Civilian (EU2012)|civilians]] in [[Alien Terror (EU2012)|terror missions]], as well as defuse power nodes, defuse bombs, and capture meld containers. &lt;br /&gt;
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] gives S.H.I.V.s several direct and indirect buffs. In the mid-to-late game they receive the [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] and [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] foundry projects for survivability and the [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for mobility. Indirectly, the power of the [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project and the Foundry granting adjacency bonus to [[Workshop (EU2012)|Workshops]] makes an early Foundry much more attractive than it previously was, consequently making fielding S.H.I.V.s in the early game more attractive.&lt;br /&gt;
&lt;br /&gt;
On [[Covert_Data_Recovery_(EU2012)|Covert Data Recovery]] missions, S.H.I.V.s are equally as capable of blocking EXALT hacking attempts as living soldiers. Alloy and Hover S.H.I.V.s with a Sentinel Drone are particularly useful for this task due to their durability without having to rely on destructible cover and the Sentinel Drone automatically reaction-firing at the first EXALT trooper who attempts to enter the hacking area each turn.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=7 caption=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:shiv.jpg| &#039;&#039;Regular S.H.I.V.&#039;&#039;&lt;br /&gt;
File:ashiv.jpg| &#039;&#039;Alloy S.H.I.V.&#039;&#039;&lt;br /&gt;
File:hshiv.jpg| &#039;&#039;Hover S.H.I.V.&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
S.H.I.V.s are named &amp;quot;Thunder-X&amp;quot;, Alloy S.H.I.V.s are named &amp;quot;Goliath-X&amp;quot; and Hover S.H.I.V.s are named &amp;quot;Lightning-X&amp;quot;, where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* For the [[X-COM|UFO: Enemy Unknown]] equivalent see [[Heavy Weapons Platforms]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Covert_Data_Recovery_(EU2012)&amp;diff=84224</id>
		<title>Covert Data Recovery (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Data_Recovery_(EU2012)&amp;diff=84224"/>
		<updated>2017-03-07T20:56:33Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: adding personal observations about the utility of SHIVs in this particular mission type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Mission Briefing &amp;amp; Objectives }}&lt;br /&gt;
[[Image:Covert Data Recovery (EU2012).jpg|200px|right|Covert Data Recovery]]&lt;br /&gt;
The covert operative has finished setting up the encoder and transmitter, but EXALT is inbound. Protect the intel assets by eliminating all EXALT forces in the AO.&lt;br /&gt;
*Prevent EXALT from hacking our encoder, so as to stop them from learning the transmitter&#039;s location&lt;br /&gt;
*If that fails, protect the data transmitter until EXALT forces are eliminated&lt;br /&gt;
*Neutralize all enemy units&lt;br /&gt;
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
[[Image:Encoder (EU2012).png|300px|right|thumb|Encoder]]&lt;br /&gt;
[[Image:Transmitter (EU2012).png|300px|right|thumb|Transmitter]]&lt;br /&gt;
* During the mission there will be both an Encoder and a Transmitter located on the map with a marked area around both. XCOM&#039;s previously deployed [[Covert Operative (EU2012)|Covert Operative]] will start close to the Transmitter. &lt;br /&gt;
* There will be 2 pods of EXALT agents (total 6 units) starting on the map but enemy reinforcements will [[EXALT_Units_(EU2012)#Covert Data Recovery|arrive]] regularly. &lt;br /&gt;
* EXALT will first try to hack the Encoder, by having at least one of its agents for 2/3 turns on the marked area encircling it, without any XCOM soldiers also present in the area. &lt;br /&gt;
* If both XCOM and EXALT have units on the marked area, it will be contested and no hack is possible.&lt;br /&gt;
** Any XCOM unit will block the hack, even SHIVs. In fact, this might be a good time to dust off any Alloy or Hover SHIVs the player might happen to have lying around:&lt;br /&gt;
*** High movement speed, especially with [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]], allows them to reach the Encoder quickly.&lt;br /&gt;
*** High durability, especially with [[Foundry (EU2012)#Shaped Armor|Shaped Armor]], will keep EXALT busy long enough for XCOM soldiers to pick off the opposition.&lt;br /&gt;
*** If the SHIV happens to have a [[Foundry (EU2012)#Sentinel Module|Sentinel Module]], the first EXALT trooper who enters the hack area each turn automatically gets shot in the face, regardless of whether the SHIV is on Overwatch or not. Additionally, the  module also regenerates up to 6 HP, making the SHIV able to lock down the Encoder even longer.&lt;br /&gt;
*** Even if EXALT manage to take out the SHIV with concentrated fire, it&#039;s much cheaper and faster to replace than an experienced soldier.&lt;br /&gt;
** Alternatively, consider bringing along a [[Support (EU2012)|Support]] soldier with Sprint and movement-boosting armor to make a dash for the Encoder. A [[MEC Trooper (EU2012)|MEC Trooper]] with [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] and Kinetic Strike Module also works well, especially in terms of durability.&lt;br /&gt;
* After EXALT gains control of the Encoder, it will know the location of the Transmitter and will try also to place 1 agent on the marked area around it for 3 turns. If EXALT is successful in controlling the Transmitter, the mission will be a failure.&lt;br /&gt;
* The player will be warned by [[Bradford (EU2012)|Bradford]] whenever an EXALT agent enters any of the marked areas, with counters indicating the number of turns remaining for EXALT to control those marked areas. &lt;br /&gt;
* The Encoder and the Transmitter are fire-resistant (use a MEC&#039;s Flamethrower at will to burn any EXALT units nearby) but they can be destroyed by explosions, so take care when using explosives. If the Encoder is destroyed, EXALT will zoom in immediately on the Transmitter afterwards. If the Transmitter is destroyed, the mission will be a failure for XCOM. &lt;br /&gt;
* Besides the Encoder and Transmitter, there will be EXALT Comm Arrays on the area. If the Covert Operative reaches one of those Arrays, it can hack EXALT&#039;s agents, causing all their hand weapons to jam for 1 turn.&lt;br /&gt;
* Survival of the Covert Operative is not required for mission success. Those Rookies may look good on the Covert Operative&#039;s new jacket look...&lt;br /&gt;
* You get a small amount of bonus credits (§50) at the end of the mission if EXALT is prevented from hacking both the Transmitter and Encoder and both are still intact. Otherwise you&#039;ll only gain §100 from completing the mission, plus the EXALT base clue and a -1 reduction in panic on the country where it takes place.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{EXALT (EU2012)}}&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
[[Category:Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Missions (EU2012)]]&lt;br /&gt;
[[Category:Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: EXALT (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Amitakartok&amp;diff=72759</id>
		<title>User:Amitakartok</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Amitakartok&amp;diff=72759"/>
		<updated>2016-10-18T02:32:55Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m just another nobody from the butt end of nowhere. Can&#039;t really say anything about myself, other than the fact that I like X-COM.&lt;br /&gt;
&lt;br /&gt;
Well, obviously.&lt;br /&gt;
&lt;br /&gt;
Anyway, I started out with the original game, even completed it a bunch of times but never at high difficulty. Did some TFTD too, but never completed it. Apocalypse doesn&#039;t really attract my attention... probably should watch a Let&#039;s Play of it. Might get into Interceptor at some point. Also completed UFO Aftermath a few times and cut my teeth on EU2012 too.&lt;br /&gt;
&lt;br /&gt;
My philosophy regarding soldiers: try to keep losses at the minimum, but don&#039;t sweat it. I used to be a savescummer back in the day, but my level of tolerance towards losing troops went up together with my age. Losing one or two rookie is OK, 60% of the squad isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
In non-XCOM related matters, I&#039;m a major fan of mecha anime, especially Gundam and Evangelion. Has an ongoing Evangelion fanfic too, in which there&#039;s eventually going to be an X-COM equivalent organization. And I don&#039;t mean the &#039;&#039;&amp;quot;govt-funded secret organization&amp;quot;&#039;&#039; kind of X-COM; I mean the &#039;&#039;&amp;quot;self-finance, dabble in technology no one else does and blow the shit out of everything with maximum prejudice&amp;quot;&#039;&#039; kind of X-COM with a sci-fi knight order flavor.&lt;br /&gt;
&lt;br /&gt;
==What I would put into X-COM==&lt;br /&gt;
* Heavy laser and heavy plasma aimed fire has sniper accuracy when crouching, due to a jury-rigged bipod stabilizer.&lt;br /&gt;
* Heavy plasma has no autofire to prevent spamming.&lt;br /&gt;
* High explosive can destroy inner UFO walls. After researching Elerium and alien grenade, option to research and manufacture Elerium charge that is very heavy but can blow a hole into outer UFO walls and is more cost-efficient than blaster bombs.&lt;br /&gt;
* Aliens keep using smaller guns. Specifically:&lt;br /&gt;
** Soldiers use rifles.&lt;br /&gt;
** Engineers use stunners.&lt;br /&gt;
** Navigators and Medics use pistols.&lt;br /&gt;
** Leaders use heavy plasmas.&lt;br /&gt;
** Commanders use blasters.&lt;br /&gt;
* The flying suit has very low armor in the back due to the Elerium reactor. If the soldier takes a lethal hit there, the reactor explodes with the force of an alien grenade. Doesn&#039;t happen to mag. ion armor.&lt;br /&gt;
* Avengers have three weapon slots.&lt;br /&gt;
* Explosions destroy corpses but non-corpse items have a random chance of surviving the detonation and merely being thrown away from the epicenter. Also, items are destroyed and explosives are set off by incendiary damage.&lt;br /&gt;
* Incendiary damage stacks depending on how long the target stands on fire (i.e. standing in fire for three turns does six times the damage). This makes fire a real hazard to non-immune units.&lt;br /&gt;
* Power suits, flying suits, Cyberdiscs and Sectopods are immune to incendiary damage. Mutons, Silacoids, Snakemen, Chryssalids and personal armor&#039;d soldiers take reduced incendiary damage; Sectoids, Zombies, Celatids, civilians and unarmored soldiers take normal incendiary damage; Ethereals, Floaters and Reapers take extra incendiary damage.&lt;br /&gt;
* Ability to rename crafts.&lt;br /&gt;
&lt;br /&gt;
Granted, some of these is impossible in the game&#039;s engine. But I can still dream...&lt;br /&gt;
&lt;br /&gt;
==Modding goodness==&lt;br /&gt;
&lt;br /&gt;
Having used Extender for a while now, I&#039;m now tempted to start tinkering with the game. What I have in mind so far:&lt;br /&gt;
* Research tree altered to require more input from aliens.&lt;br /&gt;
** All offensive weapons except the Small Launcher require an alien soldier to be interrogated while the item in question is in storage in order to become available for research. The Small Launcher requires an alien medic instead, while the Mind Probe needs a psychic Sectoid plus Sectoid autopsy. Plasma ammunition, blaster bombs and grenades require Elerium to be researched as well. If an item is not in storage before an alien soldier is interrogated, it won&#039;t be unlocked; nab the item and interrogate another soldier.&lt;br /&gt;
** Personal Armor requires Muton autopsy, similar to how Vahlen studies a Berserker for armor research credit in EU2012. Power Suit requires Sectopod autopsy to figure out the powered movement assist systems. Flying Suit requires UFO Construction for the theory and Floater autopsy to figure out how the aliens miniaturized the tech.&lt;br /&gt;
** Engineer interrogation is required to research UFO power sources. Navigator interrogation is required to research UFO navigation, which in turn unlocks the Hyperwave Decoder. UFO Construction, aside from unlocking the Firestorm, also unlocks the Grav Shield and is one of the prerequisites for the Flying Suit.&lt;br /&gt;
** Alloy research is required to unlock the Laser Cannon due to terrestrial materials not being able to withstand the power output.&lt;br /&gt;
** Researching the Mind Probe and dissecting a dead Ethereal unlocks the Mind Shield and the Psi Lab, but not the Psi Amp. For that, you need to interrogate a live Ethereal too.&lt;br /&gt;
** Hovertanks require Cyberdisc autopsy instead of UFO Construction.&lt;br /&gt;
** Endgame research starts out by interrogating at least one specimen of all alien species, which unlocks Alien Origins. Research that and interrogate a navigator, you unlock The Martian Solution. Research that and interrogate an Ethereal Commander (not any commander like before, only an Ethereal will do now) and you unlock Cydonia or Bust, which is now a prerequisite for the Avenger.&lt;br /&gt;
* Some screwing around with stuff.&lt;br /&gt;
** Swapped the damage values between the Blaster Launcher and the Fusion Ball Hovertank, as well as between the Large Rocket and the Rocket Tank. This is on the basis that the tank chassis allows bigger weapon calibers than what humans can carry.&lt;br /&gt;
*** The Rocket Tank also gets Blaster Bomb-type precision guidance due to the bigger rocket having more room for warhead guidance electronics.&lt;br /&gt;
** Swapped the accuracy values between laser weapons and their plasma equivalents. Not to make the game easier by making Mutons not being able to hit shit with their heavy plasmas, but to make the player choose: accuracy or firepower? The very reason why plasma weapons aren&#039;t usable in reality is because the atmosphere gets in the way, which laser beams don&#039;t suffer as much from due to being weightless.&lt;br /&gt;
** Corpses now have the same explosion resistance as they had when they were still alive.&lt;br /&gt;
** UFO power sources violently explode when shot. And I mean &#039;&#039;&#039;violently&#039;&#039;&#039;.&lt;br /&gt;
** UFO top speeds swapped around. Now size and speed are inversely proportional, making the game considerably harder due to the fact that the only UFOs you can catch up to at the beginning are also the ones you &#039;&#039;will not&#039;&#039; have the teeth to take on at that time. So:&lt;br /&gt;
** Battleship is the slowest; a Skyranger can just barely catch up to it.&lt;br /&gt;
** Next is the terror ship; you need an Interceptor for this one.&lt;br /&gt;
** Small scout, Interceptor can catch it but just barely.&lt;br /&gt;
** Supply ship, you now need at least a Lightning.&lt;br /&gt;
** Harvester, very slightly faster than the supply ship.&lt;br /&gt;
** Abductor, can barely outrun a Lightning but not the Firestorm.&lt;br /&gt;
** Large Scout, definitely need a Firestorm now.&lt;br /&gt;
** Medium Scout, Firestorm can still catch it but really has to work for its money.&lt;br /&gt;
* And some cosmetic changes to ENGLISH.DAT too.&lt;br /&gt;
** All instances of &#039;&#039;armour&#039;&#039; changed to &#039;&#039;armor&#039;&#039;.&lt;br /&gt;
** All instances of &#039;&#039;defence&#039;&#039; changed to &#039;&#039;defense&#039;&#039;.&lt;br /&gt;
** Craft descriptions in the Ufopaedia are no longer all-caps. What&#039;s the deal with that, anyway?&lt;br /&gt;
** Alien autopsy results in the Ufopaedia rewritten to say what the alien in question is &#039;&#039;actually&#039;&#039; vulnerable to.&lt;br /&gt;
** Tank/Cannon -&amp;gt; Tank&lt;br /&gt;
** Tank/Rocket Launcher -&amp;gt; Rocket Tank&lt;br /&gt;
** Tank/Laser - &amp;gt; Laser Tank&lt;br /&gt;
** Hovertank/Plasma -&amp;gt; Plasma Hovertank&lt;br /&gt;
** Hovertank/Fusion -&amp;gt; Detonator Hovertank&lt;br /&gt;
** Fusion Ball Launcher -&amp;gt; Fusion Detonator&lt;br /&gt;
** Fusion Ball -&amp;gt; Fusion Detonator Warhead&lt;br /&gt;
** Missile Defence -&amp;gt; Missile Silo&lt;br /&gt;
** Laser Defence -&amp;gt; Laser Turret&lt;br /&gt;
** Plasma Defence -&amp;gt; Plasma Turret&lt;br /&gt;
** Fusion Defence -&amp;gt; Fusion Detonator Silo&lt;br /&gt;
&lt;br /&gt;
==How I usually play==&lt;br /&gt;
* Back in the day, I used to rely on Council funding only. As in, I didn&#039;t (usually) manufacture for profit and usually finished the game with two combat bases and one research base. I still sold stuff when stores were full and never kept anything before lasers. Did use exploits however, but only those with smaller effects like the zero amount manufacturing bug.&lt;br /&gt;
** Since I got acquainted with UFOextender however, I usually leave a dedicated manufacturing base of fifty engineers producing laser cannons in auto-sell mode indefinitely. Which tends to leave me with more cash than I know what to do with.&lt;br /&gt;
* Usual troop composition is broken down to fireteams. Each fireteam has three squaddie riflemen and one sergeant.&lt;br /&gt;
** Riflemen loadout: rifle/laser rifle/plasma rifle with two extra mags where applicable, one grenade, one electroflare.&lt;br /&gt;
** Sergeant loadout: autocannon (with HE)/heavy laser/heavy plasma with two extra mags where applicable (for the autocannon, one HE mag and one AP mag), one alien grenade, one rocket launcher with a single small rocket.&lt;br /&gt;
* In a Skyranger carrying a single tank, two fireteams leave two additional slots which are filled by a medic and a colonel.&lt;br /&gt;
** Medic loadout: pistol/laser pistol/plasma pistol, medkit, motion sensor, smoke grenade.&lt;br /&gt;
** Colonel loadout: rifle/laser rifle/plasma rifle, rocket launcher (with large rockets) or blaster bomb.&lt;br /&gt;
** The colonel, depending on the mission, either provides artillery support (rocket from above or blaster bomb from the &#039;ranger) or takes the high ground to snipe with a plasma rifle. In the latter case, also IDs potential targets of capture with a mind probe.&lt;br /&gt;
** Tank-wise, my usual progress is rocket - laser - plasma.&lt;br /&gt;
* Craft rules:&lt;br /&gt;
** Standard base loadout is one Interceptor, one Firestorm and one Skyranger.&lt;br /&gt;
*** The Interceptor (Avalanche + laser) handles scouts, abductors and harvesters in order to maximize interception rate without wasting Elerium on small fry.&lt;br /&gt;
*** The Firestorm (dual plasma cannons) only sorties against supply ships and terror ships.&lt;br /&gt;
*** The main base and ONLY the main base switches the Skyranger to a Lightning as soon as it&#039;s available. By that point, the guys there can usually handle things without tank support.&lt;br /&gt;
*** Only one Avenger is built, with a max limit of two sorties: one base assault (as &amp;quot;rehearsal&amp;quot;) and the final mission.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==UFO Aftermath==&lt;br /&gt;
I don&#039;t think I have to introduce this one. Many people say it&#039;s crap when it&#039;s not. It&#039;s just vastly different from X-COM.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
====Geoscape====&lt;br /&gt;
* Base mechanics. You can decide the location of your initial base: central US, Europe or Asia. There are no base management or anything like that, bases come in three flavors: military base that handles interceptions, engineering base that handles development and production-related stuff and research base that handles scientific stuff. Later on you get a fourth type, anti-biomass; more on that later. Base types can be freely switched out to each other, this takes 24 hours.&lt;br /&gt;
* Expansion is done like this: Earth is divided into territories. For every mission you do in a territory, your presence in that territory as well as all adjacent territories increases. Once your presence is high enough, you get the location of a military base in the area; capturing that base (or further increasing your presence) will turn the territory over to you. Adjacency isn&#039;t required, you can expand on the other side of the globe as long as you have enough presence.&lt;br /&gt;
* Like I said, there&#039;s no base management. As long as you have one research base, you can do research. Same with engineering bases. Neither requires resources or anything, but most stuff requires you to capture alien tech; for example, capturing a single UFO of any type nets you almost all UFO-related requirements (e.g. engine, hull, etc.).&lt;br /&gt;
* You lose only if you lose all your bases.&lt;br /&gt;
* You cannot even detect UFOs until you develop UFO Detection. It&#039;s available right from the start but since most missions are against transgenants, you don&#039;t need this until your troops are sufficiently equipped.&lt;br /&gt;
* Interception requires a military base. When you give the order, a flight of three fighters take off from the nearest base and attacks the UFO which also has a fighter cover of three. If the entire flight is shot down, the base will take 24 hours to rebuild them during which it can&#039;t perform interceptions. You can develop stronger armor, weapons, engines, etc. for your planes once you capture a UFO. You only really need to intercept Battleships and Planters, these can screw you over big-time. Bases should be taken out before they deploy or you&#039;ll have to do a ground mission to dispose of it. The rest pose no threat.&lt;br /&gt;
* Late-game, Planter-type UFOs will fly around the globe. If one of these lands, that spot will start to grow Biomass, a gray-brown carpet that spreads across nearby land at an alarming rate. If the growth reaches one of your bases, you instantly lose that base. The only way to combat it is to do a mission on the Biomass to get a sample of it then research that sample and finally develop Biomass Repulsors. The fourth base type will be unlocked and it&#039;s sole function is to radiate a psionic signal; Biomass can&#039;t grow in range of the base and if it&#039;s already there by the time the base comes online, it will dissolve. Some transgenants only appear in Biomass terrain.&lt;br /&gt;
&lt;br /&gt;
====Battlescape====&lt;br /&gt;
* First and foremost: battles go in REAL-TIME. You can pause, slow down or speed up time. While this might cause much grumbling among X-COM enthusiasts, let me rebuke you: combat is still really hard. And unlike X-COM, you CAN pull off stuff like I did on one base assault where a single level 12 soldier armed with a Neostead shotgun, a medkit and bio armor played a deadly hide-and-seek with nine Reticulans, taking them all down and clearing out the entire base all by himself! He had a plasma rifle as well but didn&#039;t need to use it as I used cover to its maximum advantage. Result: no casualties and the soldier leveling up. He spent the next few days in the infirmary, but still. And this was a base assault where all aliens were toting late-game guns including one with a collapsible plasma cannon (took him out just before he could deploy it; he still completed the unpack animation, then packed it up again, &#039;&#039;then&#039;&#039; collapsed dead).&lt;br /&gt;
* You can only bring seven soldiers with you. At first, you can sortie only from the military base your chopper is currently at; later, developing in-base teleports allow you to sortie from the military base nearest to your target. You get a steady supply of recruits that are available globally, in all your bases.&lt;br /&gt;
* Development is done like this: doing stuff on the battlefield earns your troops XP. Once the soldier levels up, you can increase one of his/her primary attributes which in turn increases their abilities. The attributes are: Strength, Agility, Dexterity, Willpower, Intelligence and Perception. Abilities are: Marksmanship (sniper rifles and heavy machine guns), Rifles (assault rifles), Handguns (pistols and submachine guns), Launchers (rocket launchers), Throwing (grenades and grenade launchers), Psi Power, Hit Points, Speed (base movement speed), Dodge (decreases enemy accuracy), Observation (increases sight range), Stealth (walking and crouching increases probability of staying unnoticed), Aliens (increases damage), Medical (increases medkit efficiency) and Capacity (increases amount of stuff soldier can carry before slowing down). You can also give the soldier training in the base to increase four of his abilities by one full level, but each ability can only be increased once this way. A soldier can do as many regimens as you want so cross-training is possible. Each training session takes 36 hours during which the soldier is unavailable for duty.&lt;br /&gt;
* Enemies generally come in two flavors. Transgenants are mutated Earth life forms; most of them have guns, acid spit or psionics. Reticulans are basically Sectoids in Muton armor. They are VERY tough and wield very strong energy weapons.&lt;br /&gt;
* Equipment can be selected while in the base. At first, a very wide range of terrestrial weapons is available, from pistols to submachineguns to assault rifles to sniper rifles to various other equipment like frag/incendiary/acid/smoke nades. Only Berettas and pump-action shotguns have an infinite supply, the rest must be scavenged from captured bases. Unlike X-COM, better terrestrial guns remain useful through the entire game. Especially sniper rifles (longest range in the whole game) and grenade launchers (think heavy cannon with an autocannon&#039;s ammo capacity and magazines the physical size of a Rifle clip). Shotguns are useful inside bases and UFOs; even the weakest one does 80 damage (for comparison, the highest one does &#039;&#039;500&#039;&#039;), and one of them even has &#039;&#039;burst-fire&#039;&#039; that does a good 2200 points of damage point-blank.&lt;br /&gt;
* Armor comes in two flavors: human and hybrid. Human armors are salvaged from bases the same way as guns and come in seven flavors: clothing (almost no damage but good against warp weapons), light armor, combat armor, heavy armor (disables running and crouching but enables some of the best guns), improved light armor (researched), improved combat armor (researched), improved heavy armor (researched). Researched armors have higher laser and plasma resistance. Hybrid armor is reverse-engineered Reticulan armor and comes in four flavors: basic, sun armor (yellow energy shield, more resistant against kinetic weapons), sky armor (blue energy shield, more resistant against energy weapons) and bio armor (green energy shield, best armor in the whole game). There are helmets available as well (light, combat, psychic, and their improved versions) to further increase damage resistance but heavy and hybrid armor can&#039;t wear helmets.&lt;br /&gt;
* Aliens generally wield energy weapons. These are good but not THAT good. Humans can reverse-engineer these and build their own versions. Most alien energy weapons use the same ammo (energy or power cells, latter give twice as much shots), same with human versions and their own ammo. Warp and psychic weapons have an internal energy supply and can&#039;t be reloaded on the field.&lt;br /&gt;
** When I said reverse-engineer, I didn&#039;t mean &amp;quot;build the same gun&amp;quot;. No alien gear can be manufactured, only salvaged. Human laser rifles are better than the alien version simply because of the ample ammo (two engineering bases can manufacture a 20-cell batch in 16 hours). Some have no equivalents in the other: the aliens have the plasma gun which is basically a plasma grenade launcher. Humans take this and make a plasma rifle and a plasma shotgun; the former does good damage but has a low ammo capacity while the latter has abysmally short range but insta-kills everything it hits with a single shot.&lt;br /&gt;
* Damage types:&lt;br /&gt;
** Soft. Inflicted by hollow-point rounds and shotgun shells. Very good against unarmored targets.&lt;br /&gt;
** Universal. Inflicted by rifle rounds. Pretty good against transgenants.&lt;br /&gt;
** Hard. Inflicted by high-caliber and armor-piercing rounds. Good against armored goons.&lt;br /&gt;
** Burn. Inflicted by fire and acid. Transgenants like these.&lt;br /&gt;
** Laser. Self-explanatory. Laser pistols and rifles have very nice accuracy but lower damage than conventional guns.&lt;br /&gt;
** Plasma. Self-explanatory. Most plasma weapons do high damage.&lt;br /&gt;
** Warp. Does TONS of damage to armored targets and doesn&#039;t require line-of-sight but can&#039;t be reloaded on the field.&lt;br /&gt;
** Psychic. This is limited to three effects: damage things with advanced nervous systems, paralyze target and control target. Each of them is caused by a separate weapon and are comparatively rare (except paralyze which is possessed by multiple transgenants). Requires line-of-sight, surprisingly.&lt;br /&gt;
** Heal. Yes, medkits have their own damage type. Some armors decrease healing efficiency against the wearer.&lt;br /&gt;
* Most enemies drop unconscious when their health is low and count as captured if you win the mission; kamikazes and a few others cannot be stunned. Soldiers can be healed back up with a medkit but they can still be targeted while out cold. No matter how high you heal their health back up, they will spend the next few days in the infirmary.&lt;br /&gt;
* Guns can be fired single-shot or burst-fire. Some heavy weapons (see below) don&#039;t even have single-shot.&lt;br /&gt;
* No HWPs but there&#039;s a reason: late-game, collapsible heavy weapons are available. Specifically, double-barreled machine gun (best damn gun in the whole game, hands down), quad-barreled machine gun, Gatling cannon (think Terminator here), deployable rocket launcher, deployable railgun (the shotgun version, exhausts its 900 ammo supply in less than ten seconds), warp resonator (think a hitscan Blaster Launcher that works through walls and has no splash damage), warp demolition device (for dozering terrain obstacles but works against enemies too). Most of them need to be deployed to fire but they have brutal firepower and can insta-kill everything they&#039;re pointed at in less than a second. Drawback: to equip one of these, you need to put on Heavy Armor which makes you unable to run; put on the gun&#039;s weight and your soldier is going at a walking pace with a REALLY big gun. Think Terminator here, people. Some of the better versions can&#039;t be reloaded on the field.&lt;br /&gt;
* Mission types:&lt;br /&gt;
** Extermination. Kill or incap everything that moves.&lt;br /&gt;
** Recon. Spot one specimen of every enemy type present on the map.&lt;br /&gt;
** Destruction. Go to the target area and destroy the stuff there using explosives.&lt;br /&gt;
** Recovery. If you lose an interception and the UFO gets away, one of your shot down pilots will survive. Go to his location and get him out alive.&lt;br /&gt;
** Capture. Incapacitate and recover any transgenant on the map. It doesn&#039;t matter which; as long as one is alive at the end of the mission, you win.&lt;br /&gt;
** UFO Recovery. Two stage mission: first stage is to find the UFO and step on the green rectangle in front of it with all your troops. Second stage is to kill or incap everyone inside the UFO. Warning: the UFO is VERY cramped. Auto-fire and shotgun use highly recommended. If you leave someone behind in the first stage, you get them back once you win the second stage.&lt;br /&gt;
** Base capture. Two stage mission: first stage is to find the base entrance and step on the green rectangle with all your troops. Second stage is to kill or incap every transgenant in the base.&lt;br /&gt;
** Base defense. Simple: kill every Reticulan in the base. Very hard, my usual tactic is to equip everyone with grenade launchers, go to a dead end and spam the corner with HE death if a Reticulan sticks its grey head through.&lt;br /&gt;
* Missions come this way: once it pops up on the Geoscape, it will stay there for a few days. If you don&#039;t take it by that time or select the mission and choose Delegate, terrestrial forces will do it for you. Base capture or -defense missions can&#039;t be delegated but if you ignore them, they will still be solved. Story-critical missions can&#039;t be delegated and won&#039;t disappear until you do them.&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOextender&amp;diff=72758</id>
		<title>UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOextender&amp;diff=72758"/>
		<updated>2016-10-17T21:17:10Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: fixed download links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the loader for Enemy Unknown, created by [[user:seb76|Seb76]] and further developed by [[User:Morgan525|Tycho]], which adds fixes, more features, and improvements to the Collector&#039;s Edition (a.k.a. CE or Gold Edition) of the game. &lt;br /&gt;
[[File:X-com1994cover.jpg|480px|right|]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The loader patches the program in memory, it does &#039;&#039;&#039;not&#039;&#039;&#039; modify the executable. The advantage is that it doesn&#039;t change the file on disk so there is little risk of destroying your game installation (still, it is wise to do a backup of your game folder before using this). &lt;br /&gt;
Of course, if your computer starts pestering you to play &amp;quot;Global Thermonuclear War&amp;quot;, I don&#039;t take any responsibility...&lt;br /&gt;
&lt;br /&gt;
This program only works with the Windows version &#039;&#039;&#039;and will not work through DOSbox&#039;&#039;&#039;. There will not be a DOS-compatible version.&lt;br /&gt;
&lt;br /&gt;
Do not hesitate to report any problem you encounter with it, I&#039;ll try to help you fix it.--[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
&lt;br /&gt;
#Download the version you want and/or patches.&lt;br /&gt;
#* &#039;&#039;&#039;[http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/page__st__460__p__148931#entry148931 Latest version]&#039;&#039;&#039; (1.34beta4)&lt;br /&gt;
#* [http://www.ufopaedia.org/index.php?title=File:UFOLoader.zip Earlier versions up to 1.33]&lt;br /&gt;
#* [http://www.ufopaedia.org/index.php?title=File:UFOExtender-src.zip Source code up to version 1.31.9]&lt;br /&gt;
#Extract these files into the game folder containing the UFO Defense.exe (or whatever the windows version of Enemy Unknown executable is on your machine.)&lt;br /&gt;
#Using a simple text editor (like Windows notepad), open the &#039;&#039;&#039;UFOextender.INI&#039;&#039;&#039; file and enable the options you wish to use. &lt;br /&gt;
#*For most options, you enable it by changing the value from zero to one. Some options do have more settings. Refer to this page or the README file for more information on each one.&lt;br /&gt;
#Run &#039;&#039;UFOloader.exe&#039;&#039; instead of UFO Defense.exe.&lt;br /&gt;
&lt;br /&gt;
*You need a program that can extract zip files.&lt;br /&gt;
*You need the Microsoft VC++2008 redistributable package to run this program. If you don&#039;t already have it installed, you can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here].&lt;br /&gt;
*The extender looks for the file &#039;&#039;UFO Defense.exe&#039;&#039; but this can be changed under the [Loader] section of the INI.&lt;br /&gt;
*For enhanced music, you will need to create a folder called MP3 in the same folder as your UFO Defense executable. Copy the music files to this folder.&lt;br /&gt;
** You need to have Windows Media Player installed for versions before 1.30, if you wish to use the enhanced music.&lt;br /&gt;
&lt;br /&gt;
=== FAQs ===&lt;br /&gt;
*Does it fix the difficulty bug?&lt;br /&gt;
::The infamous difficulty bug only applies to the DOS version of the game. It was never an issue with the Windows version.&lt;br /&gt;
*MP3 music crashes the game or doesn&#039;t work&lt;br /&gt;
::Prior to version 1.30, the loader played the enhanced music through the OS. Audio codecs installed by other programs can interfere with the playback. This causes no music or an error which will force the game to exit. Some people have experienced this after upgrading their OS even though no other changes were made and music played prior to the upgrade.  &#039;&#039;Someone has developed a good method to help isolate and maybe resolve these  conflicts.   See [[TFTDextender#FAQs| TFTDextender FAQs]]. Otherwise, the only solution is to uninstall whatever audio/video programs you have loaded to determine the source and solution to the problem.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Starting with version 1.30, the Extender plays enhanced music utilizing the BASS audio library and sound system[http://www.un4seen.com]&#039;&#039;&#039;.&lt;br /&gt;
* Can I change the music/SFX volume || The music is louder than the DOS version.&lt;br /&gt;
::The original game only selects the effect/music to be played and then sends data to the OS sound layer.The Windows version uses MIDI for music since, prior to Windows Vista, there were separate volume controls for WAV and MIDI. An entire new routine to create new buffers for each sound sample would be required as well as routines to allow volume controls in-game.&lt;br /&gt;
::&#039;&#039;&#039;Version 1.33 plays all sounds through the BASS audio system and provides separate volume controls for music and SFX.&#039;&#039;&#039;&lt;br /&gt;
*&amp;quot;X-COM crashed at 0x45E6A5 with error ...&amp;quot;&lt;br /&gt;
::Usually this occurs when playing with a mod program that splits the executable in order to run.  A part that gets altered during the split conflicts with the Extender&#039;s option to &amp;quot;skip the intro&amp;quot;.  Disabling this option in the Extender will stop the error.&lt;br /&gt;
*&amp;quot;X-COM crashed at 0x7------- with error ...&amp;quot; (when quitting the game or starting combat)&lt;br /&gt;
::This will occur after the player has viewed one of the aircraft pages in the in-game Ufopaedia.  When the game loads the various graphic files of the in-game UFOpaedia, it uses a designated memory block to store the graphic information and swaps the data in this section as needed (to conserve memory usage, I suppose: It was a DOS game originally.) The file TAC00.SCR is used as the template for this region. Unfortunately, the SPK files for each aircraft are several bytes larger than TAC00.SCR, so the memory region&#039;s &amp;quot;header&amp;quot;(?) is partially overwritten. When GEOSCAPE or BATTLESCAPE closes and starts to free the memory regions, the memory deallocate function crashes when it attempts to read the corrupted information.  I expanded TAC00.SCR to compensate for the larger SPK files. [[:file:TAC00.zip|Download it here.]] Extract the file into the UFOGRAPH folder and overwrite the current one.&lt;br /&gt;
*The zip only contains a single file called &#039;&#039;patcher.dll&#039;&#039;. Where is the rest of the loader?&lt;br /&gt;
::The minor versions (aka patches) only include an update to this file. For the other files you need to download the most recent major version. If you look at the page for the zip file, you will see a link to the most current release at the top of the page, information on the release, and then beneath that you will see a table that has links to all the previous releases, with the version number listed in the comments field. This is intentional so patches can be downloaded and installed easily without fear of overwriting a custom INI file by mistake.&lt;br /&gt;
*Using Extender in Steam (seamlessly) [aka attempting to run Extender directly from the Steam interface]&lt;br /&gt;
::I suggest seeking help on the Steam forums. For most digital downloads, the Windows version can be run independently and that is the only method for which I am able to help. You might also try [[XcomUtil#XcomUtil_.2B_UFO_Extender| the UFOpaedia XCOMutil page]] where some information is available.&lt;br /&gt;
*I don&#039;t recover clips in missions. // I am losing ammo in every mission.&lt;br /&gt;
:: This usually occurs with people playing Extender and XcomUtil.  Each has a different way to fix the partial-clips-lost issue and are incompatible.&lt;br /&gt;
*The text in the mission debriefing that is associated with the &#039;Wreck Analysis&#039; mod is incomprehensible.&lt;br /&gt;
:: An altered version of the ENGLISH.DAT file that came with some early versions of the Extender has an error.  Restoring this file to its original should fix this.&lt;br /&gt;
*My anti-virus software reports that the Extender is a trojan or malicious software.&lt;br /&gt;
:: Anti-virus companies are extremely sensitive to malicious software which means that software from private individuals can be falsely reported as a problem and be removed or quarantined.  The Extender works by loading the game and then altering the game code that resides in memory.  This behavior is similar to those of malicious software so AV programs may identify the Extender as such.  When they do this, you&#039;ll need to locate the appropriate section in the AV software and reinstate the Extender. Even if your AV software is working fine with the Extender currently, it is recommended that you add an exception for the extender in your anti-virus settings (or add it to a &amp;quot;safe&amp;quot; list for some software versions.)  The terminology and methods for each AV software are different so please consult the help section of your particular AV program.&lt;br /&gt;
&lt;br /&gt;
=== Some Disclaimers===&lt;br /&gt;
:&#039;&#039;&#039;Extender and XcomUtil&#039;&#039;&#039;:  When Seb76 stopped development on the Extender, both programs were fairly compatible.  Since the Extender has been developed further but XcomUtil has not, there are more areas of incompatibility now. If errors arise, it is advised to try to recreate those issues without using XcomUtil before reporting them. Even splitting the executable, as is done by XComUtil, has caused problems.&lt;br /&gt;
:&#039;&#039;&#039;Extender and other modified game executables&#039;&#039;&#039;: [such as ET_2005] These may work together but there is no guarentees. ET_2005 heavily modifies the binary and trying to patch on top of it will produce unexpected data corruption or crash the game. &lt;br /&gt;
:&#039;&#039;&#039;DAT file mod requests&#039;&#039;&#039;: DAT files modifications are not done because there are already lots of them and various data editors available to do them for yourself. This rule allows all data mods to keep working with the loader (that is why some xcomutil features should still work, as long as they are those only based on resource modifications). [prior to version 1.32]&#039;&#039;Any bug fix that requires a change to some resource data in order to compensate for the fix, will have an option to exclude the data change so that any player changes will not be overwritten.&#039;&#039; [version 1.32+] &#039;&#039;The data changes that were implemented in 1.32 will override any changes made by players for the same data block. These data changes in the Extender are applied starting at &amp;quot;Veteran&amp;quot; difficulty.  Players can choose &amp;quot;experienced&amp;quot; difficulty and chose the &amp;quot;Maximize Aliens&amp;quot; mod to play closer to the original game with harder battles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
 Version 1.0~1.32=The game is fully customizable: One can play a &amp;quot;pure vanilla&amp;quot; game with only the video fixes enabled or with as many of the modifications as you want. Everything can be enabled or disabled in the loader&#039;s INI file.&lt;br /&gt;
|-| &lt;br /&gt;
 Version 1.32+=These versions a very different from all prior versions.  The goal for these versions is to provide balance to the strategy layer and increase the aggressiveness of the aliens with the difficulty level.  The difficulty one chooses at the main menu will be the default difficulty for both the strategy layer (Geoscape) and battles. Battle difficulty can be set independently in the INI for version 1.33. At lower difficulties, one will find the game not very different from the original and the methods that most players normally employ will work with no problems.   &lt;br /&gt;
&lt;br /&gt;
Many of the imbalanced aspects of the strategic layer have been corrected and the difficulty level affects the options the aliens can take in response to X-COM&#039;s interference in their agenda. Many things have been balanced by comparing each element to other elements in the game, if possible: UFO plasmas have standard ranges and power. The human plasma cannon is comparable to the aliens.  The laser cannon is more powerful than the cannon and more suited to dealing with small ~ medium range threats while the plasma cannon is better against large craft.&lt;br /&gt;
&lt;br /&gt;
Various aspects of the economy has been revised and balanced: All alien artifacts have had their production and selling prices altered, based on a relation to laser weapons. The selling price of alien artifacts is affected by the status of the member nations. The country bonuses to monthly income for good performance have been increased in 1.33.&lt;br /&gt;
&lt;br /&gt;
In previous versions, each bug fix and mod could be independently enabled or disabled by the player.  In version 1.32, this is changed so that most bug fixes are enabled by a single option and the difficulty level determines what other elements are active. Players choose which elements to play by selecting the appropriate difficulty level.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Settings=&lt;br /&gt;
Here is a breakdown of features for each level of difficulty. Most of these options stack upon the ones of the previous difficulty:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;Beginner&amp;lt;/u&amp;gt;&lt;br /&gt;
*All Bug Fixes enabled.&lt;br /&gt;
*Alien unit hp and stats reduced in combat. (vanilla game setting)&lt;br /&gt;
*Retaliation ships vary depending upon game time.&lt;br /&gt;
*Alien Containment is now limited to 10 aliens per facility, as per the description (the maximum is still 50 for all bases.)&lt;br /&gt;
*When a UFO is destroyed during the anti-aircraft portion of base defense, the interval until the next UFO arrives is longer.&lt;br /&gt;
*Game ends if all nations sign pacts.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;Experienced&amp;lt;/u&amp;gt;&lt;br /&gt;
*Alien units have full stats in combat. (vanilla game setting)&lt;br /&gt;
*&amp;lt;s&amp;gt;Living Quarters and Laboratory use the capacities as defined in FACIL.DAT. (30 for living quarters and 10 for laboratories.)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;Veteran&amp;lt;/u&amp;gt;&lt;br /&gt;
*Craft/UFO data and craft/UFO weapons stats balanced. [moved here in 1.32.2]&lt;br /&gt;
*Economic model balanced. &#039;&#039;Values may need to be tweaked depending on play testing and feedback.&#039;&#039; [moved here in 1.32.2]&lt;br /&gt;
*The selling price of alien items drops as nations sign pacts.&lt;br /&gt;
*Score for civilians higher in Terror missions. [moved here in 1.32.2]&lt;br /&gt;
*Soldier can only MC one unit per turn.&lt;br /&gt;
*UFOs take more damage before crashing.&lt;br /&gt;
*Alien Base daily penalty increases the longer the base is active.&lt;br /&gt;
*Zombies will hatch into chryssalids after several turns if fire not used against them.&lt;br /&gt;
*Alien AI in interceptions.&lt;br /&gt;
*Random elerium recovered per ball.&lt;br /&gt;
*Battleships bomb the access lift when attempting to invade an X-COM base. [moved here in 1.32.2]&lt;br /&gt;
*An additional alien mission at game start. {1.32.8}&lt;br /&gt;
*Changes to the mission routines to make harvester and abductor UFOs appear more frequently. {1.32.8}&lt;br /&gt;
*Alien leaders will only appear on &amp;quot;capital&amp;quot; ships and commanders will only be in bases. {1.32.8}&lt;br /&gt;
*Only alien soldiers and terror units are present in terror missions. {1.32.8}&lt;br /&gt;
*When a UFO is destroyed during the anti-aircraft portion of base defense, the interval until the next UFO arrives is shorter than Beginner/Experienced. {1.33}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;Genius&amp;lt;/u&amp;gt;&lt;br /&gt;
*Terror Site will expire even if there is an inbound dropship.&lt;br /&gt;
*Battleships can perform terror missions.&lt;br /&gt;
*&amp;lt;s&amp;gt;Alien will use base busters after failed attempts to assault an X-COM base. {1.32 only} &amp;lt;/s&amp;gt;&lt;br /&gt;
*Two additional alien missions at game start.&lt;br /&gt;
*Game ends if too many nations sign pacts.&lt;br /&gt;
*UFOs take more damage to crash than previous level.&lt;br /&gt;
*The effect of nations signing pacts on prices for alien items is higher.&lt;br /&gt;
*Alien ships attack base defenses.&lt;br /&gt;
*A Missile Defense will spend money when attacking &lt;br /&gt;
* &amp;lt;s&amp;gt;A Fusion ball defense requires 4 blaster bombs in base stores to activate.&amp;lt;/s&amp;gt; {1.32.8}Fusion Ball Defense requires 4 Fusion Bombs in base stores to activate.&lt;br /&gt;
*{1.32.8}Game will not end due to two consecutive months of extremely low scores but rather from getting high scores. The threshold value is determined by game difficulty. &lt;br /&gt;
*{1.33}When a UFO is destroyed during the anti-aircraft portion of base defense, the interval until the next UFO arrives is shorter than Veteran. &lt;br /&gt;
*{1.33}Plasma Defense requires 8 units of elerium to activate.&lt;br /&gt;
*{1.33}Aliens will performing strafing or bombardment of a base after they fail to invade it:&lt;br /&gt;
**Battleships will launch bombs against random facilities.&lt;br /&gt;
**Other UFOs will attack only a limited choice of facilities.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;Superhuman&amp;lt;/u&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Aliens use base busters quicker. {1.32 only} &amp;lt;/s&amp;gt;&lt;br /&gt;
*UFOs take even more damage to crash.&lt;br /&gt;
*Three additional alien missions at game start.&lt;br /&gt;
*Aliens will conduct more terror missions as game progresses.&lt;br /&gt;
*Average amount of elerium recovered is lower.&lt;br /&gt;
*The effect of nations signing pacts on prices is severe. {1.32.8}&lt;br /&gt;
*&amp;lt;s&amp;gt;A Fusion Ball defense requires 6 blaster bombs in base stores to activate. {1.32}&amp;lt;/s&amp;gt;&lt;br /&gt;
:--------------New in version 1.33-----------------------&lt;br /&gt;
*When a UFO is destroyed during the anti-aircraft portion of base defense, the interval until the next UFO arrives is shorter than Genius. (but still longer than the original setting.)&lt;br /&gt;
*&amp;lt;u&amp;gt;After the first failed attempt to invade &#039;&#039;&#039;any&#039;&#039;&#039; base&amp;lt;/u&amp;gt;, the aliens will not attempt to invade a base again and only perform strafing or bombardment on any bases discovered.&lt;br /&gt;
&lt;br /&gt;
=Interception stances=&lt;br /&gt;
*Standoff: No changes from vanilla.&lt;br /&gt;
*Cautious: Aircraft closes to longest weapon range. {&amp;quot;True Cautious Mode enabled: With two similar weapons only one will fire until ammo is depleted before attacking with the second weapon. Cannon/beam weapons fire slower. Imparts a -15% to UFO accuracy.} Clicking on the status button again will toggle the right weapon on/off {1.33}.&lt;br /&gt;
*Standard: Aircraft will close to weapon range for both weapons and both similar weapons will fire.  Cannon/beam weapons fire at a standard rate.  &lt;br /&gt;
*Aggressive: Aircraft move as close a possible to the UFO. Cannon/beam weapons fire faster. UFOs receive a 10% bonus to hit.&lt;br /&gt;
*Abort: When alien interception AI is active, aircraft that are slower than UFO cannot automatically escape unless another craft is intercepting (or UFO gives up.) Imparts a -30% to UFO accuracy.&lt;br /&gt;
:&#039;&#039;Missiles fire rates are the same in all stances.&#039;&#039;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extender INI references==&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Video Pitch&#039;&#039;&#039;:  fixes garbled video output due to pitch error similar to f0dder&#039;s loader.&lt;br /&gt;
* &#039;&#039;&#039;D3D&#039;&#039;&#039;: replace DirectDraw calls to Direct3D9. It sets the monitor to its default resolution and uses D3D to stretch the image on screen. It may also fix the speed issues if your video driver is configured properly. &lt;br /&gt;
* &#039;&#039;&#039;HQ4x&#039;&#039;&#039;: raise the resolution of the game and apply some filtering. It is quite CPU intensive though...&lt;br /&gt;
* &#039;&#039;&#039;Linear Filter&#039;&#039;&#039;: Enables bilinear filtering. Set to 2 to prescale the game (makes game less blurry in full screen mode).&lt;br /&gt;
* &#039;&#039;&#039;D3D Fullscreen Width&#039;&#039;&#039;: Set the width (pixels) for fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;D3D Fullscreen Height&#039;&#039;&#039;: Set the height (pixels)  for fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;D3D Windowed&#039;&#039;&#039;: run the game in a window.&lt;br /&gt;
* &#039;&#039;&#039;D3D Window Position&#039;&#039;&#039;: set the initial position of the window in X Y cooordinates. &lt;br /&gt;
:=0 0 will have the windows placed in the upper right corner of your display.&lt;br /&gt;
:&#039;&#039;These numbers will be updated automatically if the window is moved later.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;D3D Window Width&#039;&#039;&#039;: set the width (pixels) of the game window. &#039;&#039;This is the actual playable area. Borders will add extra pixels to the entire window.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;D3D Window Height&#039;&#039;&#039;:set the height (pixels) of the window. &#039;&#039;The title bar and border will add to the height.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Screen Ratio&#039;&#039;&#039;: add black bars to keep aspect ratio on non 16:10 monitors (based on patch from mikawo) for full screen mode only. &#039;&#039;&#039;&#039;&#039;Use common display resolution terminology to specify the aspect ratio: 16:10, 16:9, 4:3, etc [version 1.31.5 or later.]&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;In prior versions, this setting was based on a formula with the idea that a value of 1 specified 16:10.  Players needed to calculate what this value should be depending on their monitor: For example, the formula to get a 4:3 ratio is: 4/3x = 16/10, which equals 1.2 (or 0.83333 depending on where one wishes the black bars to be on the display.) &#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Always On Top&#039;&#039;&#039;: force the window to be in the foreground.&lt;br /&gt;
* &#039;&#039;&#039;Clip Cursor&#039;&#039;&#039;: prevents the cursor from going outside the window.&lt;br /&gt;
* &#039;&#039;&#039;Scale Mouse&#039;&#039;&#039;: attempt to fix the cursor running off screen when using HQ4x and/or D3D in full screen mode.&lt;br /&gt;
* &#039;&#039;&#039;Slow Geoscape Clock&#039;&#039;&#039;: [Two Modes: =1 or =2] &lt;br /&gt;
:=1: The speed buttons reflect how fast time passes for each second of real time. &#039;&#039;Time will pass faster at the lowest rate. This option does not produces the step effect that other speed mods do. A small side effect is that the globe doesn&#039;t rotate as fast when the time frame is at a lower rate.&#039;&#039;&lt;br /&gt;
:=2: Similar to Mok&#039;s Clock mod. The buttons reflect the rate of time at which the clock will change. &#039;&#039;This option produced a jumping effect at higher time rates.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Interception Delay&#039;&#039;&#039;: This will slow animations and the passage of time in interception windows. The player specifies the amount of time in milliseconds [version 1.32 or later.] &#039;&#039;Only up to 2 or 3 milliseconds should be necessary.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battlescape Delay&#039;&#039;&#039;: All animations and scroll speed will be slowed. The player chooses the amount time in milliseconds.  The value should be any number over 4. The higher the number the greater the effect. &#039;&#039;Too high and the player will experience lag. The player can further fine tune the movement speeds and shot animations from the options menu buttons.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;&#039;Force Language&#039;&#039;&#039;: Tired of selecting your language every time the start the game? This is for you. Options are 1,2,or 3.&lt;br /&gt;
* &#039;&#039;&#039;Skip intro&#039;&#039;&#039;: Skip the movie when you start the program.&lt;br /&gt;
* &#039;&#039;&#039;CPU Mask&#039;&#039;&#039;: force the process on a specific processor (1 is processor 0, 2 is processor 1, 4 is processor 2, etc).&lt;br /&gt;
* &#039;&#039;&#039;High Priority&#039;&#039;&#039;: run XCOM with &amp;quot;above normal&amp;quot; priority&lt;br /&gt;
* &#039;&#039;&#039;Max FPS&#039;&#039;&#039;: limit the framerate for the ones that cannot get vsync working. Not as smooth as vsync limited, but better than nothing (only works with D3D or Video Pitch enabled). &#039;&#039;Use this as an option in conjuction with, or as an alternative to, the Geoscape Clock and Battlescape Delay mods if your still having animation speed issues or the other mods cause any lag with the mouse cursor. Use this if using Video Pitch and shot speed is too fast in battles, even with Battlescape Delay set.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mods ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Doubleclick Movement&#039;&#039;&#039;: change the requirement for moving a unit in the battlescape from clicking a tile once, to doubleclicking it (within 500ms). Failing to doubleclick will result in no action being taken. This allows for a considerable safety margin with movement, as the default movement controls are easy to accidentally trigger on the wrong tiles.&lt;br /&gt;
* &#039;&#039;&#039;TFTD Doors&#039;&#039;&#039;: open a facing door by right-clicking. The time cost is 4 TUs.&lt;br /&gt;
* &#039;&#039;&#039;De-equip crafts&#039;&#039;&#039;: provides an option to remove a weapon from an aircraft slot.&lt;br /&gt;
[[Image:Deequip.png|center]]&lt;br /&gt;
* &#039;&#039;&#039;Reorder soldiers in craft&#039;&#039;&#039;: Move soldiers up or down via a simple interface. If you hold the mouse button for more than 200ms when clicking, the soldier will be moved to the top/bottom of the list. You can check the soldiers&#039; stats by clicking on their names.&lt;br /&gt;
[[Image:SoldiersPosition.png|center]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Save Reserve Mode&#039;&#039;&#039;: keeps the chosen TU reserve mod between turns.&lt;br /&gt;
* &#039;&#039;&#039;Keep Base Navigation Modules&#039;&#039;&#039;: keeps the navigation controls that are in the base control center after a successful base assault.&lt;br /&gt;
* &#039;&#039;&#039;More Chryssalid Sound Effects&#039;&#039;&#039;: victims will howl during zombification and newly emerged Chryssalids scream.&lt;br /&gt;
* &#039;&#039;&#039;Alien Inventory&#039;&#039;&#039;: get direct access to an alien&#039;s inventory when it is mind controlled.&lt;br /&gt;
* &#039;&#039;&#039;Alien Bleeding&#039;&#039;&#039;: most aliens will suffer from fatal wounds.&lt;br /&gt;
* &#039;&#039;&#039;More Reaction Fire&#039;&#039;&#039;: Units turning in place will provoke reaction fire from enemy units that can see them.  &#039;&#039;In scenarios where a quick exchange of multiple reaction fire occurs, the weapon fire may remain what the previous reaction shot was.  Alien units with grenades may toss them in a wrong direction.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Hot grenades&#039;&#039;&#039;: &amp;lt;s&amp;gt;They do explode even when held.&amp;lt;/s&amp;gt; Grenades do not have a timer and explode after they are thrown. Only high explosives have a timer.&lt;br /&gt;
* &#039;&#039;&#039;Stunned Units KIA&#039;&#039;&#039;: Usually, unconscious units just disappear when they blow up. Now you score the kill when you blast stunned units with explosives (with the experience, morale and all the stuff that goes with it).&lt;br /&gt;
::::::::[[Image:Blasted1.png]] [[Image:Blasted2.png]]&lt;br /&gt;
:In case of XCom units destroyed that way, they&#039;ll no longer go MIA but KIA&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Blaster Bomb Drift&#039;&#039;&#039;: disable the randomness applied to blaster bomb trajectories between waypoints. It&#039;ll solve drifting issues experimented with the blaster launcher, but also make aliens even more deadly with that weapon since the hard coded accuracy of 55% they have won&#039;t affect their shots anymore.&lt;br /&gt;
* &#039;&#039;&#039;More Smoke&#039;&#039;&#039;: set the limit of smoking tiles to 2048 (up from 400). I don&#039;t expect this to work perfectly on the first try; smoke is referenced on lots of places and I&#039;m not sure I patched everywhere needed. Report what works and what fails. &#039;&#039;You won&#039;t be able to load a saved game that used this option when this option is not enabled.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heavy laser&#039;&#039;&#039;: This adds 2 firing modes to the heavy laser. &amp;lt;s&amp;gt;Firing the weapon will cost 50 energy.&amp;lt;/s&amp;gt; &#039;&#039;version 1.31+: Each mode has a recharge time cost.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Burst mode&#039;&#039;&#039;: you select 3 target points, and the soldier will shoot a 5 shots burst (on each and between points). Recharge time: 2 turns.&lt;br /&gt;
::[[Image:burst1.png]] [[Image:burst2.png]] [[Image:burst3.png]]&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Full auto&#039;&#039;&#039;: you select 2 points, the soldier will spray the area inbetween with 8 shots. Recharge time: 3 turns.&lt;br /&gt;
::[[Image:fullauto1.png]] [[Image:fullauto2.png]] [[Image:fullauto3.png]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stun Fest&#039;&#039;&#039;: Add the &amp;quot;Stun&amp;quot; command in the menu for most weapons. The TU/Damage is based on the weapon&#039;s class:&lt;br /&gt;
:::::::::&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and small launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and auto-cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Auto Wake Up&#039;&#039;&#039;: stunned unit still have their stun level decrease, but they won&#039;t wake up on there own&lt;br /&gt;
* &#039;&#039;&#039;No Alien Freak Out Messages&#039;&#039;&#039;: don&#039;t show &amp;quot;Alien Commander has panicked&amp;quot; and the like messages. &#039;&#039;With CE, you&#039;ll only see this message if the alien is visible to the player.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Auto Sell&#039;&#039;&#039;: allows the player to activate an automatic production and automatic selling mode in manufacturing. By pressing the down arrow button to reduce the quantity of desired items below zero, the mode will switch to the autosell mode, represented by three dollar signs (&amp;quot;$$$&amp;quot;). In this mode, production will never cease unless resources become unavailable, and all produced items will be immediately sold. By pressing the down arrow a second time, it will switch to autoproduce mode, represented by three asterisks (&amp;quot;***&amp;quot;). This functions in the same way as autosell, but the results will not be sold, merely stockpiled forever; caution should be used with this mode, as it can drain resources quickly&lt;br /&gt;
* &#039;&#039;&#039;Start With All Missiles&#039;&#039;&#039;: Craft cannons and ammo will be sold and an equivalent price of Avalanche launchers and missiles will be bought.  Crafts will be automatically equipped with the new items.&lt;br /&gt;
* &#039;&#039;&#039;Assign All Personnel&#039;&#039;&#039;: Set the maximum amout of scientists/engineers on a project quickly by using the down arrow when the quantity is at zero (à la ET)&lt;br /&gt;
* &#039;&#039;&#039;General Store Capacity&#039;&#039;&#039;: change the capacity of general stores (default is 50). Capped at 187 to prevent integer overflows. &#039;&#039;This is the value that the base stores will have.  Any value below below 51 is ignored and the default value is used.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rank In Inventory&#039;&#039;&#039;:  The icon for the character&#039;s rank will be displayed on the inventory screen.&lt;br /&gt;
* &#039;&#039;&#039;Show Money&#039;&#039;&#039;: shrink the clock in the date/time panel on the main geoscape screen, and adds a funds display above it. It is useful for examining remaining funds during manufacturing projects, while waiting for time to pass.&lt;br /&gt;
* &#039;&#039;&#039;Base Build Stacking&#039;&#039;&#039;: You can place base stuctures in advance. The construction will start when possible:&lt;br /&gt;
&lt;br /&gt;
:::::::[[Image:Queue1.png]] [[Image:Queue2.png]]&lt;br /&gt;
&lt;br /&gt;
:Funds are credited when you place an element. No refund is possible. There might be some issues with 2x2 structures, report any problem you encounter.&lt;br /&gt;
* &#039;&#039;&#039;Fast Base Defenses&#039;&#039;&#039;: remove the wait periods during base defense sequence. The need to press the button can be removed too&lt;br /&gt;
* &#039;&#039;&#039;Improved Laser Tank&#039;&#039;&#039;: The tank stats are improved but it requires Alien Alloys to produce. &#039;&#039;In-game UFOpaedia will display the updated information on the new tank.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Know Thy Enemy&#039;&#039;&#039;: Damage is reduced against targets until an autopsy has been preformed.  There is a small chance that a &amp;quot;lucky&amp;quot; shot will do full damage.  Explosives and Fire are not affected. &#039;&#039;The reduction only affects the damage that is applied against a unit&#039;s health not armor.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ablative Armor&#039;&#039;&#039;: No changes for AP weapons but armor is more effective against HE, laser, and plasma.  However, these attacks quickly reduce the armor in the location hit. In regards to the armor value used to determine stun damage applied to a target, the stun rod is treated as an AP attack but the Stun Bomb is treated like HE. &#039;&#039;Neither stun attack damages the armor.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Alternate Weapon Loadouts&#039;&#039;&#039;: reduces ammo carried by the aliens. &#039;&#039;This balances the game after implementing the Recover Clip Fix.  Players will recover more clips than originally expected.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;EU2012 Item Rules&#039;&#039;&#039;: Alien weapons have a high chance to self-destruct: A unit dying to direct damage has a high chance of destroying the weapon. Explosions leave no items behind. Panicked units don&#039;t drop items. Fire is bad for high tech items.&lt;br /&gt;
* &#039;&#039;&#039;Weak Sectoids&#039;&#039;&#039;:Sectoids will have heavy plasmas replaced with rifles or pistols depending on rank. Only sectoid engineers will carry blaster launchers.&lt;br /&gt;
* &#039;&#039;&#039;Zombies Will Hatch&#039;&#039;&#039;: Zombies will automatically convert to Chryssalids after a few turns. The resulting &amp;quot;mature&amp;quot; Chryssalid will have stats based on game difficulty. Killing a zombie will result in an &amp;quot;immature&amp;quot; Chryssalid emerging.  Fire is still the only means to kill a Chryssalid in a zombie. Fire damage slows the hatching process. &#039;&#039;Any amount of fire damage will delay the Chryssalid&#039;s hatching.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Human Limits&#039;&#039;&#039;: Engineers and Scientists will work in 12 hours shifts. The project screen will assign two people per click but only one space will be used between them.  Research and production times are adjusted accordingly.&lt;br /&gt;
* &#039;&#039;&#039;Alternate Research Tree&#039;&#039;&#039;:&lt;br /&gt;
**=1&lt;br /&gt;
***Laser cannon requires research into E-115 and UFO power to produce and E-115 is a production material.&lt;br /&gt;
***Plasma weapons and Blaster Bombs require &amp;quot;help&amp;quot; from various alien engineers to obtain the knowledge to produce.&lt;br /&gt;
***Hyperwave may require multiple species navigators to be interrogated in order to be finally unlocked. (depending on game difficulty)&lt;br /&gt;
***Only a Etheral can give the required technology to unlock Psionics. Sectoids provide other options.&lt;br /&gt;
***Improved detectors after the correct technologies have been researched or can be produced.&lt;br /&gt;
***Quicker access to Mind Shield with the right research and Psionic testing. &lt;br /&gt;
**=2	 &#039;&#039;Alternate progression for laser weapons&#039;&#039;&lt;br /&gt;
***The first breakthrough allows the production of Heavy Lasers but damage is minimal.&lt;br /&gt;
***Each new level researched allows a new item to be made and increases the damage for the prevous stage(s) items.&lt;br /&gt;
* &#039;&#039;&#039;Difficulty Level of Interception&#039;&#039;&#039;: adjusts the difficulty of hitting UFOs. [values from 1-5]&lt;br /&gt;
* &#039;&#039;&#039;Manual Interception Fire Mode&#039;&#039;&#039;: craft will no longer fall back when the last shot is expended or when damage is taken&lt;br /&gt;
* &#039;&#039;&#039;True Cautious Mode&#039;&#039;&#039;: craft with two similar weapons will only fire one-at-a-time and the stance gives a penalty for UFO&#039;s accuracy (-10%).&lt;br /&gt;
* &#039;&#039;&#039;Crafts Always Ready&#039;&#039;&#039;: change when craft are available after returning to base.&lt;br /&gt;
::=1 allow crafts to take off even when not 100% refueled/rearmed/repaired. &lt;br /&gt;
::=2 only damaged craft are grounded.&lt;br /&gt;
* &#039;&#039;&#039;Retaliate Against Ground Assault&#039;&#039;&#039;: Aliens do not seem to care if you assault a landed UFO. You can now have them retaliate as if their ship was shot down. &#039;&#039;Note that this was not extensively tested so feel free to report any odd thing that may happen when this patch is activated!!-Seb76&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No Funkers&#039;&#039;&#039;: only guys that went on the last mission are checked for promotion.&lt;br /&gt;
* &#039;&#039;&#039;Bloodthirst&#039;&#039;&#039;: compute the &amp;quot;promotion score&amp;quot; based on killing stats only&lt;br /&gt;
* &#039;&#039;&#039;Disable Base Defenses&#039;&#039;&#039;: disable the base defence mechanism. Useful if you want to use some defence modules for tactical purposes. &#039;&#039;This is unnecessary if the Base Retaliation Loop Fix is enabled, since it allows right-clicking to disable defenses.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Surrender Defense Missions&#039;&#039;&#039;: [[Making_the_Game_Harder#Base_Defense | Surrender Defence Missions]]&lt;br /&gt;
* &#039;&#039;&#039;Initial Alien Bases&#039;&#039;&#039;: [[Aliens_Own_Earth | Initial Alien Bases]] &lt;br /&gt;
* &#039;&#039;&#039;Funding Council Income Only&#039;&#039;&#039;: [[Making_the_Game_Harder#Funding_Council_Income_Only | Funding Council Income Only]]&lt;br /&gt;
* &#039;&#039;&#039;Limited Military&#039;&#039;&#039;:  [[ Making_the_Game_Harder#Limited_Military | Limited Military ]]&lt;br /&gt;
* &#039;&#039;&#039;Max Aliens&#039;&#039;&#039;: Setting this will make the game treat all combat as if the game was on Superhuman difficulty despite the actual difficulty of the game. This will affect the number of aliens created and those stats which are affected by the normal rules for the difficulty setting. [&#039;&#039;Version 1.32 only&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&#039;&#039;These fixes are &#039;&#039;&#039;not&#039;&#039;&#039; enabled by default.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Tactical Scroll&#039;&#039;&#039;: Enable/disable the fix that reduces the scroll speed in tactical mode&lt;br /&gt;
::* &#039;&#039;&#039;Animations Speed&#039;&#039;&#039;: reduce the speed of in-game animations (cursors, fire, smoke...) [&#039;&#039;moved to video in version 1.32&#039;&#039;]&lt;br /&gt;
:::: &#039;&#039;Both of these and other battlescape speed issues are addressed by the Battlescape Delay feature.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Intro Sounds&#039;&#039;&#039;: restore the sound effects during the intro&lt;br /&gt;
::* &#039;&#039;&#039;Music Change Freeze&#039;&#039;&#039;: try to prevent the freeze that happens ingame when the MIDI music changes (experimental)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; The following fixes are enabled by default. There is no listing for each one in the INI and no other actions are required by the player to use them. Any can be disabled by copying the appropriate line(s) from the bug reference file, which is included with the Extender, to this section in the INI.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Known_Bugs#Radar_Stacking | Radar stacking ]] enabled. Credits go to [[User:Spike#Base_Fixer | Spike]] for I used something close to his formula.&lt;br /&gt;
* [[Known_Bugs#Funky_Fire | Funky fire]] fix: Fire/stun damage applied at the end of each X-Com and Alien turn. &#039;&#039;Units standing on a tile with fire will be damaged as well as those units that are immolated.&#039;&#039;&lt;br /&gt;
* [[Known_Bugs#Collectors_Edition_Blaster_Bomb_Bug | Vertical waypoints blaster bomb bug]]&lt;br /&gt;
* [[Known_Bugs#Door_jam | Door jam]] fixed.&lt;br /&gt;
* &#039;&#039;&#039;Personnel Overflow&#039;&#039;&#039;: [[ExploitsA#Robotic Factories|Robotic Factories]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]]. You cannot get more than 255 engineers/scientists, buying more will just result in them being lost during transfer.&lt;br /&gt;
* [[Why civilians go rogue | Hostile Civilians]] fix. All units under mind control will have their proper faction restored after recovering thier wits.&lt;br /&gt;
* &#039;&#039;&#039;Crash On First Move&#039;&#039;&#039;: Fix occasional crash when moving your first unit out of the craft.&lt;br /&gt;
* &#039;&#039;&#039;Tactical Sounds Fix&#039;&#039;&#039;: fixes problems with snakeman, celatid, and zombie movement and the mind probe and stun rod sound effects.&lt;br /&gt;
* &#039;&#039;&#039;Craft Weapon UFOpaedia Fix&#039;&#039;&#039;: Accuracy is correct, Re-load time is obtained from correct dataset, and flavor text added. UFO weapon range is now in KM and all numbers positioned better.&lt;br /&gt;
* &#039;&#039;&#039;UFOs Respond to Interception&#039;&#039;&#039;: UFOs will close to weapons range when attacked. Craft that are slower than their attacker cannot abort* but the stance does give a strong defensive bonus. Also fixes the last shot missing. [*version 1.32: slow craft with a wingman present can abort.]&lt;br /&gt;
* [[Known_Bugs#Paying_For_Dirt | Pay for dirt]] removed.&lt;br /&gt;
* [[Known_Bugs#Phantom_Radar | Phantom radar bug]] fixed. Radar coverage is updated when facilities are removed.&lt;br /&gt;
* [[Known_Bugs#Base_Disjoint_Bug | Base disjoint bug]] fixed. [[Image:Disjoint.png|center]]&lt;br /&gt;
* [[Known_Bugs#Base_Facility_Dismantle-Construction_Crash | Base Facility Dismantle-Construction Crash]]&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Armed state issues]] with proximity grenades when reloading a game. Should also fix [[Known_Bugs#What_just_exploded.3F | &amp;quot;What just exploded?&amp;quot;]]&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Experience issue]] with proximity grenades. The thrower now gets the experience, not the poor alien that blows up...&lt;br /&gt;
* [[Known_Bugs#Fuel_dump_on_transfer | Refueling issue]] when transfered crafts arrive (enabled by default if you use the &amp;quot;Crafts Always Ready&amp;quot; mod)&lt;br /&gt;
* [[Known_Bugs#Elerium-fueled_Craft_Bug | Elerium fueled crafts bug]] fixed.&lt;br /&gt;
* [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug | Displayed Base Maintenance Cost Bug]] fixed.&lt;br /&gt;
* &#039;&#039;&#039;Unconscious Unit MC fix&#039;&#039;&#039;: A unit under mind control will have the effect removed and its proper faction restored when knocked unconscious.&lt;br /&gt;
* &#039;&#039;&#039;EOB fix&#039;&#039;&#039;: Units under Mind Control are not lost if battle is won, or if they are in the xcraft when mission aborted.&lt;br /&gt;
* &#039;&#039;&#039;Tank/Cannon Ammo Storage Fix&#039;&#039;&#039;: The tank/cannon ammo will not take up room in storage similar to Craft Cannon ammo.&lt;br /&gt;
* &#039;&#039;&#039;Clip Weight Fix&#039;&#039;&#039;: Clip weight in weapons is correctly assigned to the unit and removed when the weapon leaves the unit&#039;s possession.&lt;br /&gt;
* &#039;&#039;&#039;Large Unit MC Fix&#039;&#039;&#039;: All sections of a large unit will be correctly controlled on a successful mind control attack.&lt;br /&gt;
* &#039;&#039;&#039;Large Unit Explosion Fix&#039;&#039;&#039;:Explosions will now only affect a large unit once and not per section.&lt;br /&gt;
* &#039;&#039;&#039;Large Unit Deaths&#039;&#039;&#039;:Certain large units will not be &amp;quot;killed&amp;quot; multiple times at the end of the turn after dying from the initial attack. [version 1.32]&lt;br /&gt;
* &#039;&#039;&#039;Alien Weapon Selection Crash Fix&#039;&#039;&#039;: fixes the crash after an alien throws a grenade and does not have another weapon available.&lt;br /&gt;
* &#039;&#039;&#039;Alien Attacks Base Location Fix&#039;&#039;&#039;:An alien that attempts to attack one of the base&#039;s areas will not crash the game.&lt;br /&gt;
* &#039;&#039;&#039;Weapon Loadout Fix&#039;&#039;&#039;: Corrects the weapon loadout on the small scout pilot and on the abductor&#039;s leaders.&lt;br /&gt;
* &#039;&#039;&#039;Change Sectopod Laser Modifer&#039;&#039;&#039;: Removes the vulnerability to laser damage when &#039;Ablative Armor&#039; mod is active since the armor rating is directly reduced by laser damage and the unit takes damage to its accuracy rating, which is closer to the description in the ufopaedia.&lt;br /&gt;
* &#039;&#039;&#039;Armor Modifer Fix&#039;&#039;&#039;:Personal Armor is now assigned the correct category of damage modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Fix&#039;&#039;&#039;: Fixes the exploit where an MCed zombie that dies will give the player permanent control of the resulting Chryssalid. Also makes zombies to drop their weapons.&lt;br /&gt;
* &#039;&#039;&#039;No Freebies for Tanks&#039;&#039;&#039;: Available tanks during Base Defense missions will get their ammo from what is available in the base stores.&lt;br /&gt;
* &#039;&#039;&#039;Recover Clips Fix&#039;&#039;&#039;: Each ammo type on the battlefield is tallied and placed into a clip. Thus, only any leftover ammo that cannot make a full clip will be discarded.&lt;br /&gt;
* &#039;&#039;&#039;Tank Death Penalty Fix&#039;&#039;&#039;: The penalty for losing a tank is fixed at 20 points, not based on the rank of the first unit in SOLDIER.DAT&lt;br /&gt;
* &#039;&#039;&#039;Slow Death Screams on Alien Turn&#039;&#039;&#039;: puts a small delay after a death scream on the alien turn. Useful in Terror Missions for civilain deaths.&lt;br /&gt;
* &#039;&#039;&#039;Bezerk Unit Crash Fix&#039;&#039;&#039;: Tanks will not suffer moral loss, and large units or units with in-built range weapons will not go Bezerk. &lt;br /&gt;
* &#039;&#039;&#039;Explosion Fix&#039;&#039;&#039;: All explosions now behave the same for all walls. (if the proper byte for the tile is set in the MCD records.)&lt;br /&gt;
* &#039;&#039;&#039;Smoke&amp;amp;Fire Propagate Fix&#039;&#039;&#039;: Fire and smoke will not spread through solid walls. (with the same provisions as above.)&lt;br /&gt;
:&#039;&#039;The MCD records for Xcom Bases don&#039;t have the proper bit set for smoke and fire.  A corrected set of files is [[:File:XBASEx.zip | here]].&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Terror Mission Score Fix&#039;&#039;&#039;: The score for each civilian in a terror mission is now [base score / number of civilian].  [version 1.32: the total score for civilians is determined by the difficulty rating, starting with veteran difficulty. The base score is {252*difficulty rating}. If the mission is aborted the base score gets set to 1008.] &#039;&#039;Removes the land-and-abort exploit to reduce the penalty of a terror mission.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Research Medic Crash Fix&#039;&#039;&#039;: Researching an alien medic will no longer crash the game which happens under certain circumstances.&lt;br /&gt;
* &#039;&#039;&#039;Base Retaliation Loop Fix&#039;&#039;&#039;: UFOs fire on base defenses and the aliens respond more logically at failed attempts to assault a base. Missile Defenses will spend money when activated. Fusion Ball Defenses require blaster bombs in base stores to work: 4 bombs required per unit on Genius difficulty, 6 for Superhuman.&lt;br /&gt;
* &#039;&#039;&#039;Grenade Throw Test Fix&#039;&#039;&#039;: Removes the problem where units with high strength can&#039;t throw items when indoors or under something. &#039;&#039;Hypothetical: please report any issues! - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Alien Base Exploit Fix&#039;&#039;&#039;: The aliens&#039; monthly score for a base increases with game difficulty and the longer the base stays in operation.&lt;br /&gt;
* &#039;&#039;&#039;Base Defense Prep&#039;&#039;&#039;: Players are taken to the base editor screen before starting a base defense mission.&lt;br /&gt;
* &#039;&#039;&#039;BB Exploit Fix&#039;&#039;&#039;: Production materials are in the correct order and Sell Price adjusted.&lt;br /&gt;
* &#039;&#039;&#039;Staff Transfer Exploit Fix&#039;&#039;&#039;: Engineers and Scientists being transferred at the end of a month still get paid.&lt;br /&gt;
* &#039;&#039;&#039;Alien Psi Attack Fix&#039;&#039;&#039;: Aliens will only remember the location of an unseen target for 1 turn. &#039;&#039;Of course, a successful Psionic Attack may renew this memory.&#039;&#039; [version 1.32: aliens randomly target known units and will give preference to those units in line of sight.  Aliens are more likely to only panic units not in line of sight.]&lt;br /&gt;
&lt;br /&gt;
=== Tactical AI ===&lt;br /&gt;
*&#039;&#039;&#039;Apply&#039;&#039;&#039;: Aliens are less indecisive and more aggressive.&lt;br /&gt;
*&#039;&#039;&#039;Autofire Distance&#039;&#039;&#039;: The number of squares that if a target is within, an alien will try to use autofire against it.&lt;br /&gt;
*&#039;&#039;&#039;Snap Distance&#039;&#039;&#039;: The number of squares that an alien will use a snap shot against a target.  Otherwise, alien will try to use an aimed shot.&lt;br /&gt;
&lt;br /&gt;
=== Equipment Screen ===&lt;br /&gt;
This patch changes the equipment screen. It effectively renders [[Statstrings|statstrings]] obsolete ;-)&lt;br /&gt;
*Before battle, it changes the screen like this (the psi stats are only shown when the soldier has been trained):&lt;br /&gt;
&lt;br /&gt;
[[Image:Equip.png|center]]&lt;br /&gt;
&lt;br /&gt;
*During a mission, it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingame.png|center]]&lt;br /&gt;
&lt;br /&gt;
*You can also have the rank shown:&lt;br /&gt;
&lt;br /&gt;
[[Image:Rank.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Show Grenade State: if you select a primed grenade, it&#039;ll be indicated in the description&lt;br /&gt;
*Save Equipment: automatically reequip your team with their last weapon layout (&#039;&#039;&#039;HIGHLY EXPERIMENTAL&#039;&#039;&#039;). New recruits will be given a gun and some ammo but nothing outstanding. Don&#039;t forget to properly equip them&lt;br /&gt;
*Auto Flares: automatically equip flares (if available in the craft) during night missions (only works with Save Equipment)&lt;br /&gt;
&lt;br /&gt;
=== Range Based Accuracy ===&lt;br /&gt;
This modifies the accuracy based on the distance from the target. The accuracy decreases linearly (2% per tile) when shooting beyond the limit of the firing mode:&lt;br /&gt;
* auto shot: 7 tiles&lt;br /&gt;
* snap shot: 15 tiles&lt;br /&gt;
* aimed shot: no penalty&lt;br /&gt;
These values should be considered as a first draft; they are configurable in the ini file so feel free to test other settings and report back if you find good ones.&lt;br /&gt;
&lt;br /&gt;
[[Image:Acc0000.png]] [[Image:Acc0001.png]] [[Image:Acc0002.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Advanced options&#039;&#039;&lt;br /&gt;
*Add these lines to your INI in the [Range Based Accuracy] section&lt;br /&gt;
&lt;br /&gt;
::Aimed Penalty Distance=200&lt;br /&gt;
::Auto Accuracy Dropoff=2&lt;br /&gt;
::Snap Accuracy Dropoff=2&lt;br /&gt;
::Aimed Accuracy Dropoff=3&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Change the numbers to your own personal preferences. Remember that the distance number is twice the number of hexes on the battlescape.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Line Of Fire Check ===&lt;br /&gt;
A soldier will need a line of fire toward the targeted alien to use psionic device. It is configurable for each ability:&lt;br /&gt;
&lt;br /&gt;
*Mind Control&lt;br /&gt;
*Panic&lt;br /&gt;
*Mind Probe&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
==== PSX CD ====&lt;br /&gt;
If you have the PSX version of the game, you can enjoy the CD music with this patch. The tracks are mapped like that:&lt;br /&gt;
* 1,2,3,4: geoscape music&lt;br /&gt;
* 5: gmdefend&lt;br /&gt;
* 6: gmenbase&lt;br /&gt;
* 7: gmmars&lt;br /&gt;
* 8: gminter&lt;br /&gt;
* 9: gmstory&lt;br /&gt;
* 10,11: battlescape music&lt;br /&gt;
* 12: gmnewmar&lt;br /&gt;
&lt;br /&gt;
gmwin and gmlose are not available. Because of similarity, gmlose is replaced with gmstory and gmwin with gminter.&lt;br /&gt;
&lt;br /&gt;
==== MP3 music ====&lt;br /&gt;
If you have mp3 music files available for the game, you can use them instead of the default MIDI ones (see default ini file as an example). Note that the intro music will still use the original files.&lt;br /&gt;
&lt;br /&gt;
:Battlescape=*tactical*.mp3&lt;br /&gt;
:Start Menu=*Final Briefing*.mp3&lt;br /&gt;
:Bad Ending=*Final Briefing*.mp3&lt;br /&gt;
:Good Ending=*intercept*.mp3&lt;br /&gt;
:Geoscape=*Geoscape*.mp3&lt;br /&gt;
:Dogfight=*intercept*.mp3&lt;br /&gt;
:Mission Debriefing=*Debriefing*.mp3&lt;br /&gt;
:UFO Assault=*Briefing1.mp3&lt;br /&gt;
:Base Defense=*Briefing2.mp3&lt;br /&gt;
:Base Attack=*Briefing1.mp3&lt;br /&gt;
:Mars=*Debriefing*.mp3&lt;br /&gt;
:Terror Mission=*Briefing2.mp3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the above files are only an example. You can change the music played during any event by changing the file name. All files must be in a folder named MP3 which should be in the same list as the SOUND folder.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Initial Base ===&lt;br /&gt;
Change the layout of your starting base. &lt;br /&gt;
Possible modules:&lt;br /&gt;
*AccessLift&lt;br /&gt;
*LivingQuarters&lt;br /&gt;
*Laboratory&lt;br /&gt;
*Workshop&lt;br /&gt;
*SmallRadar&lt;br /&gt;
*LargeRadar&lt;br /&gt;
*MissileDefense&lt;br /&gt;
*GeneralStores&lt;br /&gt;
*AlienContainment&lt;br /&gt;
*LaserDefense&lt;br /&gt;
*PlasmaDefense&lt;br /&gt;
*FusionBallDefense&lt;br /&gt;
*GravShield&lt;br /&gt;
*MindShield&lt;br /&gt;
*PsionicLaboratory&lt;br /&gt;
*HyperWaveDecoder&lt;br /&gt;
*HangarTL&lt;br /&gt;
*HangarTR&lt;br /&gt;
*HangarBL&lt;br /&gt;
*HangarBR&lt;br /&gt;
*Empty&lt;br /&gt;
&lt;br /&gt;
=== Wreck Analysis ===&lt;br /&gt;
Until the construction of hyper-wave decoders, it is impossible to know what missions aliens are performing. Even after recovering an alien ship, XCOM intelligence is unable to determine what was its purpose. This is no longer true. Salvaged navigation modules can now be analysed and may reveal what evil intentions the aliens had:&lt;br /&gt;
&lt;br /&gt;
::::::::[[Image:Wreck_analysis.png]]&lt;br /&gt;
&lt;br /&gt;
The probability of retrieving the information is based on the difficulty and on the number of UFO navigation items recovered from the mission. UFO mission and geographical zone can be discovered individually too.&lt;br /&gt;
&lt;br /&gt;
=== Craft Ready Message ===&lt;br /&gt;
A message will notify the player when a craft is ready.&lt;br /&gt;
::::::::[[Image:CraftReady.png]]&lt;br /&gt;
&lt;br /&gt;
=== Roswell mod ===&lt;br /&gt;
Make scout ships possibly crash during their missions:&lt;br /&gt;
&lt;br /&gt;
::::::::[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
It can happen to all scouts, either detected or not. Crashed UFOs will be made visible so that you can initiate recovery missions.&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
Enable keyboard shortcuts. The keymap is qwerty.&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in geoscape ====&lt;br /&gt;
*UpArrow: Rotate Up&lt;br /&gt;
*DownArrow: Rotate Down&lt;br /&gt;
*LeftArrow: Rotate Left&lt;br /&gt;
*RighArrow: Rotate Right&lt;br /&gt;
*MouseWheelUp: Zoom In&lt;br /&gt;
*MouseWheelDown: Zoom Out&lt;br /&gt;
*1: Geo Speed1&lt;br /&gt;
*2: Geo Speed2&lt;br /&gt;
*3: Geo Speed3&lt;br /&gt;
*4: Geo Speed4&lt;br /&gt;
*5: Geo Speed5&lt;br /&gt;
*6: Geo Speed6&lt;br /&gt;
*MouseMiddle: Intercept&lt;br /&gt;
*B: Bases&lt;br /&gt;
*G: Graphs&lt;br /&gt;
*U: Ufopaedia&lt;br /&gt;
*Escape: Options&lt;br /&gt;
*F: Fundings&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in battlescape ====&lt;br /&gt;
*UpArrow: unit goes up&lt;br /&gt;
*DownArrow: unit goes down&lt;br /&gt;
*LeftArrow: left menu&lt;br /&gt;
*RightArrow: right menu&lt;br /&gt;
*Return: end of turn&lt;br /&gt;
*Escape: options menu&lt;br /&gt;
*BackSpace: go to next unit, remove current from the queue&lt;br /&gt;
*Tab: go to next unit&lt;br /&gt;
*Space: go to inventory&lt;br /&gt;
*PageUp: view goes up one level&lt;br /&gt;
*PageDown: view goes down one level&lt;br /&gt;
*1: reserve mode off&lt;br /&gt;
*2: reserve mode snap&lt;br /&gt;
*3: reserve mode auto&lt;br /&gt;
*4: reserve mode aimed&lt;br /&gt;
&lt;br /&gt;
==== Key names ====&lt;br /&gt;
Standard keys (A, 2, etc) are indicated as-is, the following &amp;quot;special&amp;quot; keynames are available (case insensitive):&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
*Back&lt;br /&gt;
*BackSpace&lt;br /&gt;
*Back Space&lt;br /&gt;
*Tab&lt;br /&gt;
*Clear&lt;br /&gt;
*Return&lt;br /&gt;
*Enter&lt;br /&gt;
*Shift&lt;br /&gt;
*Control&lt;br /&gt;
*Menu&lt;br /&gt;
|&lt;br /&gt;
*Pause&lt;br /&gt;
*Escape&lt;br /&gt;
*Space&lt;br /&gt;
*Prior&lt;br /&gt;
*PageUp&lt;br /&gt;
*Next&lt;br /&gt;
*PageDown&lt;br /&gt;
*End&lt;br /&gt;
*Home&lt;br /&gt;
*Left&lt;br /&gt;
|&lt;br /&gt;
*Up&lt;br /&gt;
*Right&lt;br /&gt;
*Down&lt;br /&gt;
*Print&lt;br /&gt;
*Insert&lt;br /&gt;
*Delete&lt;br /&gt;
*Num0&lt;br /&gt;
*Numpad0&lt;br /&gt;
*Num1&lt;br /&gt;
*Numpad1&lt;br /&gt;
|&lt;br /&gt;
*Num2&lt;br /&gt;
*Numpad2&lt;br /&gt;
*Num3&lt;br /&gt;
*Numpad3&lt;br /&gt;
*Num4&lt;br /&gt;
*Numpad4&lt;br /&gt;
*Num5&lt;br /&gt;
*Numpad5&lt;br /&gt;
*Num6&lt;br /&gt;
*Numpad6&lt;br /&gt;
|&lt;br /&gt;
*Num7&lt;br /&gt;
*Numpad7&lt;br /&gt;
*Num8&lt;br /&gt;
*Numpad8&lt;br /&gt;
*Num9&lt;br /&gt;
*Numpad9&lt;br /&gt;
*Multiply&lt;br /&gt;
*Add&lt;br /&gt;
*Separator&lt;br /&gt;
*Subtract&lt;br /&gt;
|&lt;br /&gt;
*Decimal&lt;br /&gt;
*Divide&lt;br /&gt;
*F1&lt;br /&gt;
*F2&lt;br /&gt;
*F3&lt;br /&gt;
*F4&lt;br /&gt;
*F5&lt;br /&gt;
*F6&lt;br /&gt;
*F7&lt;br /&gt;
*F8&lt;br /&gt;
|&lt;br /&gt;
*F9&lt;br /&gt;
*F10&lt;br /&gt;
*F11&lt;br /&gt;
*F12&lt;br /&gt;
*MouseMiddle&lt;br /&gt;
*MouseWheelUp&lt;br /&gt;
*MouseWheelDown&lt;br /&gt;
*MouseWheelLeft&lt;br /&gt;
*MouseWheelRight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you need a key not listed here and you know its VK_* code, you can specify it with it&#039;s hex value (e.g. 0x90 for num lock)&lt;br /&gt;
&lt;br /&gt;
The implementation is rather messy, expect side effects and report them...&lt;br /&gt;
&lt;br /&gt;
=== Caps ===&lt;br /&gt;
&lt;br /&gt;
: This sections sets the highest number for each stat to which it can be raised by in-game methods. See [[Experience#Regarding_Caps | experience caps]].&lt;br /&gt;
&lt;br /&gt;
=== OBDATA.DAT patching ===&lt;br /&gt;
Change the value of some OBDATA.DAT settings on the fly.&lt;br /&gt;
To change a value, add a line &amp;quot;itemname setting=value&amp;quot; (without the quotes). For example:&lt;br /&gt;
&lt;br /&gt;
 High Explosive Damage=200&lt;br /&gt;
&lt;br /&gt;
Available settings:&lt;br /&gt;
*Damage&lt;br /&gt;
*Resistance (to explosions)&lt;br /&gt;
*Weight&lt;br /&gt;
*Damage Type&lt;br /&gt;
*Auto accuracy&lt;br /&gt;
*Snap accuracy&lt;br /&gt;
*Aimed accuracy&lt;br /&gt;
*Auto TUs&lt;br /&gt;
*Snap TUs&lt;br /&gt;
*Aimed TUs&lt;br /&gt;
*Size (clip size)&lt;br /&gt;
*get &lt;br /&gt;
&lt;br /&gt;
Item names are case insensitive and available at [[OBDATA.DAT]].&lt;br /&gt;
&lt;br /&gt;
=== Text ===&lt;br /&gt;
&#039;&#039;This section contains almost all of the strings that are used in the Extender. Useful for multiple languages. To change one, modify the text after the equal sign. Others may require that you copy the appropriate line to the [Text] section of the INI.&#039;&#039;&lt;br /&gt;
*equipment screen texts&lt;br /&gt;
::Weight=Weight&amp;gt;&lt;br /&gt;
::Accuracy=Accur&amp;gt;&lt;br /&gt;
::Reaction=React&amp;gt;&lt;br /&gt;
::Psi Strength=P.Str&amp;gt;&lt;br /&gt;
::Psi Skill=P.Skill&amp;gt;&lt;br /&gt;
::Primed=primed&lt;br /&gt;
&lt;br /&gt;
*Roswell mod texts&lt;br /&gt;
:{Terrain names}&lt;br /&gt;
::Jungle=Jungle&lt;br /&gt;
::Farm=Farm&lt;br /&gt;
::Mountain=Mountain&lt;br /&gt;
::Desert=Desert&lt;br /&gt;
::Polar=Polar&lt;br /&gt;
:{Dialog strings}&lt;br /&gt;
::RoswellTitle=UFO Incident&lt;br /&gt;
::Roswellinfo=Crash reported&lt;br /&gt;
::Location=LOCATION&lt;br /&gt;
::Type=TYPE&lt;br /&gt;
::Terrain=TERRAIN&lt;br /&gt;
&lt;br /&gt;
*Wreck Analysis&lt;br /&gt;
::Zone Discovered=Intel found out that the %s UFO was raiding %s&lt;br /&gt;
::Mission Discovered=Inspection showed that the %s UFO was on an %s mission&lt;br /&gt;
::Both Discovered=Ship investigation revealed that the %s UFO was on an %s mission in %s&lt;br /&gt;
&lt;br /&gt;
*Craft Ready&lt;br /&gt;
::CraftReadyTitle=Aircraft ready&lt;br /&gt;
::CraftReadyInfo=A craft has been refitted&lt;br /&gt;
&lt;br /&gt;
*Other&lt;br /&gt;
::research needed=research needed&lt;br /&gt;
::to produce=in order to produce&lt;br /&gt;
::full auto=Full Auto&lt;br /&gt;
::burst shot=Burst Shot&lt;br /&gt;
::laser rifle=The laser rifle is lighter and more accurate than the older design.&lt;br /&gt;
::plasma cannon=This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field.&lt;br /&gt;
::base strike=&lt;br /&gt;
::ship crash=&lt;br /&gt;
::lift hit=&lt;br /&gt;
::detector=&lt;br /&gt;
::gravshield=&lt;br /&gt;
::avalanche=This heavy air-to-air missile is designed to attack bombers and large craft.  It is less useful against smaller, more agile targets.&lt;br /&gt;
::fusionball=This launcher fires missiles propelled by an anti-gravity system. A massive anti-matter explosion is created when the weapon reaches its target.&lt;br /&gt;
::rental=Craft Maintenance&lt;br /&gt;
::firestorm=An experimental unmanned craft that replicates the classic saucer design. Faster and more maneuverable than any other conventional aircraft. &lt;br /&gt;
::base control=ALIEN BASE CONTROL&lt;br /&gt;
::production time=Days/Hours Left To Next Unit&lt;br /&gt;
::MeleeText=Hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To make the text appear for another language setting add _1 or _2 to the end of the last word before the = sign. For example, if the first language button is English and the second is Spanish:&#039;&#039;&lt;br /&gt;
 MeleeText_1=golpear&lt;br /&gt;
&#039;&#039;Would make &amp;quot;gopear&amp;quot; be listed for the &amp;quot;hit&amp;quot; option on stun weapons or melee attacks if Spanish was the chosen language.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Hacks &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;This section is not part of the normal INI but are available. These hacks heavily alter the gameplay and should only be used for testing purpose. Those options with a &amp;lt;s&amp;gt;strike-through&amp;lt;/s&amp;gt; are not available in release versions. [currently in 1.31, no hacks are available.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Prevent game over when score is really bad at the end of the month &amp;lt;/s&amp;gt;&lt;br /&gt;
* Big brother: follow all units in combat.&lt;br /&gt;
* Alien pets: Alien turn handed over to the human player&lt;br /&gt;
* &amp;lt;s&amp;gt;Show All Locations: displays all active locations, detected or not.&amp;lt;/s&amp;gt;&lt;br /&gt;
* FPS: show an FPS counter in the geoscape. Mostly used for debugging D3D.&lt;br /&gt;
* &amp;lt;s&amp;gt;Directly Use Alien Weapons: After all a gun&#039;s a gun, you just pull the trigger. When activated, you can use all alien items you recovered. Of course you still do need to research items before you&#039;re able to manufacture them!&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;No Alien Psi: no more psi trouble when fighting sectoids/ethereals&amp;lt;/s&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=58253</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=58253"/>
		<updated>2014-07-29T23:11:21Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* 1.32 bugfest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). &#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Ver. 1.31 ==&lt;br /&gt;
:The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there is a newer version - I&#039;ve found and downloaded it, and also updated it on the wiki. (Apparently [[UFOextender]] was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn&#039;t have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there&#039;s &amp;lt;s&amp;gt;a bug now related to hotkeys and alt-tabbing in fullscreen mode&amp;lt;/s&amp;gt;. As to MC issues, I&#039;ll be able to tell when I get a chance to test them. I&#039;ll be giving further feedback in the program&#039;s [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/ forum thread]. &amp;amp;mdash; [[User:Slider2k|Slider2k]] 00:31, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. You can&#039;t simply add a directx volume option into the game. XCOM creates secondary DX sound buffers for each sound. Either the option was not available at the time the game was written or the developers intentionally excluded volume control when these buffers are created.  To fix this one would have to replace the current sound buffer creation routine.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are mechanical (especially in TFTD).  I have fixed this in patches to 1.31.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== 1.32 bugfest ===&lt;br /&gt;
Just tried the, as of this writing, newest version and got hit with three bugs.&lt;br /&gt;
* First, the game keeps alternating between MP3 and midi soundtrack, despite the INI containing the correct filenames for the MP3 tracks.&lt;br /&gt;
&amp;lt;s&amp;gt;* Second, items keep randomly disappearing from the Skyranger. On the first tactical mission in a brand new game, one Rifle and two magazines of HC-HE ammo were missing from the inventory despite having assigned them to the Skyranger. On the next mission, these were present - but now a Medkit and one Rifle ammo clip was missing instead.&lt;br /&gt;
* Third, I got hit with a base defense in January and, upon exiting the base screen, the game crashed with an access violation error trying to access 0x00000000.&amp;lt;/s&amp;gt;&lt;br /&gt;
Something&#039;s really not right here.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 14:03, 23 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;At what points does the game switch back to MIDI/mp3?  So far, this hasn&#039;t been reported by others.  The items disappearing and the the crash on exiting the base screen in a base defense have been reported and I&#039;ll have a fix in the next patch (1.32.8).&#039;&#039; [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:54, 17 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Been a while ago but I seem to remember the switch randomly occurring every time there&#039;s a track change, ie. it happens even in the middle of the Geoscape, when one track is over and the next one starts.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 17:00, 28 July 2014 (EDT)&lt;br /&gt;
:&#039;&#039;There is something strange here. The vanilla game doesn&#039;t change MIDI tracks in the middle of Geoscape, so mp3 payback is the same. (I tested by listening to playback in the geoscape and let the music end. It just starts over.) The MIDI track might change after the game returns from the battlescape (it&#039;s determined quasi~randomly there).  Also, the changes to the code that occur when you enable MP3 playback in the Extender will completely override the code that would playback the midi file. (the vanilla BASS sound system can&#039;t play MIDI.) Removing a MIDI file to simulate a bad one only results in silence.  There are some modded executables available that alter music playback. Your not using one of those, are you?&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
::No, the Extender is the only alteration I use. On the other hand, I do have a musfix.dll in the game directory for reasons I don&#039;t know. It could be the one interfering with the loader - but the error never happened until I started using Extender 1.32.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 09:38, 29 July 2014 (EDT)&lt;br /&gt;
:&#039;&#039;musfix.dll was used with a very early mod to get mp3 music.  A lot of the mods moved bytes around to make room in the executable for their hooks. I can only assume that some portion of the fixes in the Extender have stepped on one of these changes.  Version 1.32 has a massive amount of changes, which is why I made the disclaimer that it isn&#039;t compatible with any program that will split the executable, since &amp;quot;splitting&amp;quot; requires various hooks to get the battlescape to launch.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
::Oh, okay. Just deleted the dll and the music still works so it looks like I didn&#039;t need it after all. Still, a non-bugfix question: would it be too much to ask to remove Ablative Armor from the Enhanced Game combination? I don&#039;t want to use it but the all-or-nothing behavior of Enhanced Game means I&#039;m forced to if I also want to use the others. I feel it just doesn&#039;t fit among the others.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 17:28, 29 July 2014 (EDT)&lt;br /&gt;
:&#039;&#039;musfix.dll is an external set of instructions.  It would require some kind of hooks in the executable or separate loader to access its instructions.  I am curious, what is it about the ablative armor that you don&#039;t like?  It is actually a small benefit to the soldiers as it makes them immune to being one-shot by a heavy plasma in power armor.  It also increases the durability of the tank in the early-mid game. Other than that, it doesn&#039;t change the balance of the game that much.  Unless your were playing with &amp;quot;weak sectoids&amp;quot; mod and not &amp;quot;ablative armor&amp;quot;...&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
::Strange, I&#039;ve seen multiple DLLs before (mostly DirectDraw-related ones) that hook into an executable without patching or loaders; just dropping it into the executable&#039;s folder without overwriting an existing file activates the DLL. Being a software engineering student, I thought that Windows automatically links the DLL&#039;s contents - classes, functions, etc. - into the executable upon execution but you probably know better than I do... Regarding Ablative Armor, I don&#039;t like either effect: the increased HE/laser/plasma resistance because it tips the balance of power in my favor and the rapidly decreasing protection because if the soldier survives the first hit, he now has a higher than usual chance of dying from the second, making the increased HE/laser/plasma resistance ultimately pointless. That soldier is going to die anyway, no matter whether it&#039;s with one shot or two.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 19:11, 29 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Other Feedback=&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;Slowing down the alien turn is not really feasible. If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
* Seeing that it&#039;s possible to modify manufacturing requirements with the lasers and the Laser Tank, would it be possible to make an option that upgrades armors instead of producing them from scratch? I.e. producing a Power Suit requires a suit of Personal Armor on top of its own price, kinda like an &amp;quot;undersuit&amp;quot; the additional plates and movement assist frame is bolted onto. Similarly, a Flying Suit needs a Power Suit as well as whatever it already costs. This achieves two things. First, it provides the player a good way to utilize accumulated Personal Armors:as the death of a soldier means loss of his/her armor, the player probably has a helluva lot of spares which take up store space and will become dead weight once Power Suits are available. Second, it makes the production of advanced armors much slower and more expensive - $122,000, 14 alloys, 21 Elerium and 3,200 hours for a single Flying Suit? Are you really willing to give a rookie an armor that takes days to build, costs over six times his salary and might not save him anyway? I&#039;d say this would be fun; what do you say?--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 11:30, 23 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Base Stacking ==&lt;br /&gt;
&lt;br /&gt;
How does the Build Queue thing work, it doesn&#039;t say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Its is called &amp;quot;Base Build Stacking&amp;quot; and it&#039;s listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=58250</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=58250"/>
		<updated>2014-07-29T21:28:20Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* 1.32 bugfest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). &#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Ver. 1.31 ==&lt;br /&gt;
:The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there is a newer version - I&#039;ve found and downloaded it, and also updated it on the wiki. (Apparently [[UFOextender]] was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn&#039;t have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there&#039;s &amp;lt;s&amp;gt;a bug now related to hotkeys and alt-tabbing in fullscreen mode&amp;lt;/s&amp;gt;. As to MC issues, I&#039;ll be able to tell when I get a chance to test them. I&#039;ll be giving further feedback in the program&#039;s [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/ forum thread]. &amp;amp;mdash; [[User:Slider2k|Slider2k]] 00:31, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. You can&#039;t simply add a directx volume option into the game. XCOM creates secondary DX sound buffers for each sound. Either the option was not available at the time the game was written or the developers intentionally excluded volume control when these buffers are created.  To fix this one would have to replace the current sound buffer creation routine.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are mechanical (especially in TFTD).  I have fixed this in patches to 1.31.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== 1.32 bugfest ===&lt;br /&gt;
Just tried the, as of this writing, newest version and got hit with three bugs.&lt;br /&gt;
* First, the game keeps alternating between MP3 and midi soundtrack, despite the INI containing the correct filenames for the MP3 tracks.&lt;br /&gt;
&amp;lt;s&amp;gt;* Second, items keep randomly disappearing from the Skyranger. On the first tactical mission in a brand new game, one Rifle and two magazines of HC-HE ammo were missing from the inventory despite having assigned them to the Skyranger. On the next mission, these were present - but now a Medkit and one Rifle ammo clip was missing instead.&lt;br /&gt;
* Third, I got hit with a base defense in January and, upon exiting the base screen, the game crashed with an access violation error trying to access 0x00000000.&amp;lt;/s&amp;gt;&lt;br /&gt;
Something&#039;s really not right here.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 14:03, 23 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;At what points does the game switch back to MIDI/mp3?  So far, this hasn&#039;t been reported by others.  The items disappearing and the the crash on exiting the base screen in a base defense have been reported and I&#039;ll have a fix in the next patch (1.32.8).&#039;&#039; [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:54, 17 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Been a while ago but I seem to remember the switch randomly occurring every time there&#039;s a track change, ie. it happens even in the middle of the Geoscape, when one track is over and the next one starts.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 17:00, 28 July 2014 (EDT)&lt;br /&gt;
:&#039;&#039;There is something strange here. The vanilla game doesn&#039;t change MIDI tracks in the middle of Geoscape, so mp3 payback is the same. (I tested by listening to playback in the geoscape and let the music end. It just starts over.) The MIDI track might change after the game returns from the battlescape (it&#039;s determined quasi~randomly there).  Also, the changes to the code that occur when you enable MP3 playback in the Extender will completely override the code that would playback the midi file. (the vanilla BASS sound system can&#039;t play MIDI.) Removing a MIDI file to simulate a bad one only results in silence.  There are some modded executables available that alter music playback. Your not using one of those, are you?&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
::No, the Extender is the only alteration I use. On the other hand, I do have a musfix.dll in the game directory for reasons I don&#039;t know. It could be the one interfering with the loader - but the error never happened until I started using Extender 1.32.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 09:38, 29 July 2014 (EDT)&lt;br /&gt;
:&#039;&#039;musfix.dll was used with a very early mod to get mp3 music.  A lot of the mods moved bytes around to make room in the executable for their hooks. I can only assume that some portion of the fixes in the Extender have stepped on one of these changes.  Version 1.32 has a massive amount of changes, which is why I made the disclaimer that it isn&#039;t compatible with any program that will split the executable, since &amp;quot;splitting&amp;quot; requires various hooks to get the battlescape to launch.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
::Oh, okay. Just deleted the dll and the music still works so it looks like I didn&#039;t need it after all. Still, a non-bugfix question: would it be too much to ask to remove Ablative Armor from the Enhanced Game combination? I don&#039;t want to use it but the all-or-nothing behavior of Enhanced Game means I&#039;m forced to if I also want to use the others. I feel it just doesn&#039;t fit among the others.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 17:28, 29 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Other Feedback=&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;Slowing down the alien turn is not really feasible. If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
* Seeing that it&#039;s possible to modify manufacturing requirements with the lasers and the Laser Tank, would it be possible to make an option that upgrades armors instead of producing them from scratch? I.e. producing a Power Suit requires a suit of Personal Armor on top of its own price, kinda like an &amp;quot;undersuit&amp;quot; the additional plates and movement assist frame is bolted onto. Similarly, a Flying Suit needs a Power Suit as well as whatever it already costs. This achieves two things. First, it provides the player a good way to utilize accumulated Personal Armors:as the death of a soldier means loss of his/her armor, the player probably has a helluva lot of spares which take up store space and will become dead weight once Power Suits are available. Second, it makes the production of advanced armors much slower and more expensive - $122,000, 14 alloys, 21 Elerium and 3,200 hours for a single Flying Suit? Are you really willing to give a rookie an armor that takes days to build, costs over six times his salary and might not save him anyway? I&#039;d say this would be fun; what do you say?--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 11:30, 23 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Base Stacking ==&lt;br /&gt;
&lt;br /&gt;
How does the Build Queue thing work, it doesn&#039;t say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Its is called &amp;quot;Base Build Stacking&amp;quot; and it&#039;s listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=58248</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=58248"/>
		<updated>2014-07-29T21:04:37Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* 1.32 bugfest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). &#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Ver. 1.31 ==&lt;br /&gt;
:The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there is a newer version - I&#039;ve found and downloaded it, and also updated it on the wiki. (Apparently [[UFOextender]] was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn&#039;t have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there&#039;s &amp;lt;s&amp;gt;a bug now related to hotkeys and alt-tabbing in fullscreen mode&amp;lt;/s&amp;gt;. As to MC issues, I&#039;ll be able to tell when I get a chance to test them. I&#039;ll be giving further feedback in the program&#039;s [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/ forum thread]. &amp;amp;mdash; [[User:Slider2k|Slider2k]] 00:31, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. You can&#039;t simply add a directx volume option into the game. XCOM creates secondary DX sound buffers for each sound. Either the option was not available at the time the game was written or the developers intentionally excluded volume control when these buffers are created.  To fix this one would have to replace the current sound buffer creation routine.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are mechanical (especially in TFTD).  I have fixed this in patches to 1.31.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== 1.32 bugfest ===&lt;br /&gt;
Just tried the, as of this writing, newest version and got hit with three bugs.&lt;br /&gt;
* First, the game keeps alternating between MP3 and midi soundtrack, despite the INI containing the correct filenames for the MP3 tracks.&lt;br /&gt;
&amp;lt;s&amp;gt;* Second, items keep randomly disappearing from the Skyranger. On the first tactical mission in a brand new game, one Rifle and two magazines of HC-HE ammo were missing from the inventory despite having assigned them to the Skyranger. On the next mission, these were present - but now a Medkit and one Rifle ammo clip was missing instead.&lt;br /&gt;
* Third, I got hit with a base defense in January and, upon exiting the base screen, the game crashed with an access violation error trying to access 0x00000000.&amp;lt;/s&amp;gt;&lt;br /&gt;
Something&#039;s really not right here.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 14:03, 23 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;At what points does the game switch back to MIDI/mp3?  So far, this hasn&#039;t been reported by others.  The items disappearing and the the crash on exiting the base screen in a base defense have been reported and I&#039;ll have a fix in the next patch (1.32.8).&#039;&#039; [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:54, 17 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Been a while ago but I seem to remember the switch randomly occurring every time there&#039;s a track change, ie. it happens even in the middle of the Geoscape, when one track is over and the next one starts.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 17:00, 28 July 2014 (EDT)&lt;br /&gt;
:&#039;&#039;There is something strange here. The vanilla game doesn&#039;t change MIDI tracks in the middle of Geoscape, so mp3 payback is the same. (I tested by listening to playback in the geoscape and let the music end. It just starts over.) The MIDI track might change after the game returns from the battlescape (it&#039;s determined quasi~randomly there).  Also, the changes to the code that occur when you enable MP3 playback in the Extender will completely override the code that would playback the midi file. (the vanilla BASS sound system can&#039;t play MIDI.) Removing a MIDI file to simulate a bad one only results in silence.  There are some modded executables available that alter music playback. Your not using one of those, are you?&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
::No, the Extender is the only alteration I use. On the other hand, I do have a musfix.dll in the game directory for reasons I don&#039;t know. It could be the one interfering with the loader - but the error never happened until I started using Extender 1.32.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 09:38, 29 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Other Feedback=&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;Slowing down the alien turn is not really feasible. If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
* Seeing that it&#039;s possible to modify manufacturing requirements with the lasers and the Laser Tank, would it be possible to make an option that upgrades armors instead of producing them from scratch? I.e. producing a Power Suit requires a suit of Personal Armor on top of its own price, kinda like an &amp;quot;undersuit&amp;quot; the additional plates and movement assist frame is bolted onto. Similarly, a Flying Suit needs a Power Suit as well as whatever it already costs. This achieves two things. First, it provides the player a good way to utilize accumulated Personal Armors:as the death of a soldier means loss of his/her armor, the player probably has a helluva lot of spares which take up store space and will become dead weight once Power Suits are available. Second, it makes the production of advanced armors much slower and more expensive - $122,000, 14 alloys, 21 Elerium and 3,200 hours for a single Flying Suit? Are you really willing to give a rookie an armor that takes days to build, costs over six times his salary and might not save him anyway? I&#039;d say this would be fun; what do you say?--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 11:30, 23 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Base Stacking ==&lt;br /&gt;
&lt;br /&gt;
How does the Build Queue thing work, it doesn&#039;t say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Its is called &amp;quot;Base Build Stacking&amp;quot; and it&#039;s listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=58241</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=58241"/>
		<updated>2014-07-29T13:38:54Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* 1.32 bugfest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). &#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Ver. 1.31 ==&lt;br /&gt;
:The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there is a newer version - I&#039;ve found and downloaded it, and also updated it on the wiki. (Apparently [[UFOextender]] was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn&#039;t have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there&#039;s &amp;lt;s&amp;gt;a bug now related to hotkeys and alt-tabbing in fullscreen mode&amp;lt;/s&amp;gt;. As to MC issues, I&#039;ll be able to tell when I get a chance to test them. I&#039;ll be giving further feedback in the program&#039;s [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/ forum thread]. &amp;amp;mdash; [[User:Slider2k|Slider2k]] 00:31, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. You can&#039;t simply add a directx volume option into the game. XCOM creates secondary DX sound buffers for each sound. Either the option was not available at the time the game was written or the developers intentionally excluded volume control when these buffers are created.  To fix this one would have to replace the current sound buffer creation routine.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are mechanical (especially in TFTD).  I have fixed this in patches to 1.31.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== 1.32 bugfest ===&lt;br /&gt;
Just tried the, as of this writing, newest version and got hit with three bugs.&lt;br /&gt;
* First, the game keeps alternating between MP3 and midi soundtrack, despite the INI containing the correct filenames for the MP3 tracks.&lt;br /&gt;
&amp;lt;s&amp;gt;* Second, items keep randomly disappearing from the Skyranger. On the first tactical mission in a brand new game, one Rifle and two magazines of HC-HE ammo were missing from the inventory despite having assigned them to the Skyranger. On the next mission, these were present - but now a Medkit and one Rifle ammo clip was missing instead.&lt;br /&gt;
* Third, I got hit with a base defense in January and, upon exiting the base screen, the game crashed with an access violation error trying to access 0x00000000.&amp;lt;/s&amp;gt;&lt;br /&gt;
Something&#039;s really not right here.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 14:03, 23 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;At what points does the game switch back to MIDI/mp3?  So far, this hasn&#039;t been reported by others.  The items disappearing and the the crash on exiting the base screen in a base defense have been reported and I&#039;ll have a fix in the next patch (1.32.8).&#039;&#039; [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:54, 17 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Been a while ago but I seem to remember the switch randomly occurring every time there&#039;s a track change, ie. it happens even in the middle of the Geoscape, when one track is over and the next one starts.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 17:00, 28 July 2014 (EDT)&lt;br /&gt;
:&#039;&#039;There is something strange here. The vanilla game doesn&#039;t change MIDI tracks in the middle of Geoscape, so mp3 payback is the same. (I tested by listening to playback in the geoscape and let the music end. It just starts over.) The MIDI track might change after the game returns from the battlescape (it&#039;s determined quasi~randomly there).  Also, the changes to the code that occur when you enable MP3 playback in the Extender will completely override the code that would playback the midi file. (the vanilla BASS sound system can&#039;t play MIDI.) Removing a MIDI file to simulate a bad one only results in silence.  There are some modded executables available that alter music playback. Your not using one of those, are you?&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
::No, the Extender is the only alteration I use.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 09:38, 29 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Other Feedback=&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;Slowing down the alien turn is not really feasible. If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
* Seeing that it&#039;s possible to modify manufacturing requirements with the lasers and the Laser Tank, would it be possible to make an option that upgrades armors instead of producing them from scratch? I.e. producing a Power Suit requires a suit of Personal Armor on top of its own price, kinda like an &amp;quot;undersuit&amp;quot; the additional plates and movement assist frame is bolted onto. Similarly, a Flying Suit needs a Power Suit as well as whatever it already costs. This achieves two things. First, it provides the player a good way to utilize accumulated Personal Armors:as the death of a soldier means loss of his/her armor, the player probably has a helluva lot of spares which take up store space and will become dead weight once Power Suits are available. Second, it makes the production of advanced armors much slower and more expensive - $122,000, 14 alloys, 21 Elerium and 3,200 hours for a single Flying Suit? Are you really willing to give a rookie an armor that takes days to build, costs over six times his salary and might not save him anyway? I&#039;d say this would be fun; what do you say?--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 11:30, 23 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Base Stacking ==&lt;br /&gt;
&lt;br /&gt;
How does the Build Queue thing work, it doesn&#039;t say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Its is called &amp;quot;Base Build Stacking&amp;quot; and it&#039;s listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Amitakartok&amp;diff=58230</id>
		<title>User:Amitakartok</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Amitakartok&amp;diff=58230"/>
		<updated>2014-07-28T21:19:10Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In case anyone&#039;s wondering, &#039;&#039;&#039;amitakartok&#039;&#039;&#039; translates roughly into &#039;&#039;&#039;whateveryouwant&#039;&#039;&#039; in Hungarian. It&#039;s origin: when I registered at a site several years ago, the appropriate answer for the question &amp;quot;What should be your nickname?&amp;quot; seemed to be &amp;quot;whatever you want&amp;quot; and I started to like it. I use that as a universal nick on every registering and even in Garry&#039;s Mod (though it&#039;s a pity gmod doesn&#039;t have a Chryssalid NPC downloadable, that would be awesome XD).&lt;br /&gt;
&lt;br /&gt;
My philosophy regarding soldiers: keep losses at minimum. One or two rookie is OK, three sergeants isn&#039;t. In that case, reload ASAP (why the hell they didn&#039;t put loading into battlescape?!) - yes, I&#039;m a savewhore, so to speak. For this reason, my armor distribution is this: rookies/seamen have to become squaddies/able seamen to earn armor. Officers get the latest equipment, e.g. Power/Flying/Ion/Magnetic Ion armor. Also, in Cydonia/T&#039;Leth every soldier is armed with Flying/Mag. Ion armor.&lt;br /&gt;
&lt;br /&gt;
Things I hate:&lt;br /&gt;
* Elitists thinking everyone is inferior compared to them.&lt;br /&gt;
* Same guys &amp;quot;noob&amp;quot;-ing others. You were &amp;quot;noobs&amp;quot; too once so STFU. Thank you.&lt;br /&gt;
* 13375P34K. No, really. &#039;&#039;&#039;DER GRAMMATIK NAZIS&amp;lt;sup&amp;gt;und Google Translate&amp;lt;/sup&amp;gt; REGIEREN!!!&#039;&#039;&#039;&lt;br /&gt;
* Cheating AI. This includes X-COM aliens and Dawn of War&#039;s nail-player&#039;s-only-invisible-unit-with-scanner-sweep-the-moment-it-pops-out-of-the-factory omniscient AI.&lt;br /&gt;
* Unpleasable &amp;quot;fans&amp;quot;. Be happy you even got a new XCOM game (and such an awesome one) instead of whining that it&#039;s not the original. So what? It&#039;s still a good game, no matter who made it.&lt;br /&gt;
* Copyright holders. Yarr, fakk yaselvez, ya [http://torrentfreak.com/u-s-government-recognizes-benefits-of-piracy-100413/ greedy sons-a-bitchez]! We don&#039; needz ya.&lt;br /&gt;
&lt;br /&gt;
Things I love (not necessarily in this order):&lt;br /&gt;
* X-COM&lt;br /&gt;
* C&amp;amp;C&lt;br /&gt;
* Ace Combat 4-5-Zero&lt;br /&gt;
* Mecha anime (to rephrase that, &amp;quot;Gundam rulz, bitches!&amp;quot;)&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Tropers/Amitakartok TV Tropes]&lt;br /&gt;
&lt;br /&gt;
Also tried the new XCOM game a few months ago. It is &#039;&#039;&#039;AWESOME&#039;&#039;&#039;, especially the cover system making it a real possibility to survive a mission with zero casualties.&lt;br /&gt;
&lt;br /&gt;
==What I would put into X-COM==&lt;br /&gt;
* Heavy laser and heavy plasma aimed fire has sniper accuracy when crouching, due to a jury-rigged bipod stabilizer.&lt;br /&gt;
* Heavy plasma has no autofire to prevent spamming.&lt;br /&gt;
* High explosive can destroy inner UFO walls. After researching Elerium and alien grenade, option to research and manufacture Elerium charge that is very heavy but can blow a hole into outer UFO walls and is more cost-efficient than blaster bombs.&lt;br /&gt;
* Aliens keep using smaller guns. Specifically:&lt;br /&gt;
** Soldiers use rifles.&lt;br /&gt;
** Engineers use stunners.&lt;br /&gt;
** Navigators and Medics use pistols.&lt;br /&gt;
** Leaders use heavy plasmas.&lt;br /&gt;
** Commanders use blasters.&lt;br /&gt;
* The flying suit has very low armor in the back due to the Elerium reactor. If the soldier takes a lethal hit there, the reactor explodes with the force of an alien grenade. Doesn&#039;t happen to mag. ion armor.&lt;br /&gt;
* Avengers have three weapon slots.&lt;br /&gt;
* Explosions destroy corpses but non-corpse items have a random chance of surviving the detonation and merely being thrown away from the epicenter. Also, items are destroyed and explosives are set off by incendiary damage.&lt;br /&gt;
* Incendiary damage stacks depending on how long the target stands on fire (i.e. standing in fire for three turns does six times the damage). This makes fire a real hazard to non-immune units.&lt;br /&gt;
* Power suits, flying suits, Cyberdiscs and Sectopods are immune to incendiary damage. Mutons, Silacoids, Snakemen, Chryssalids and personal armor&#039;d soldiers take reduced incendiary damage; Sectoids, Zombies, Celatids, civilians and unarmored soldiers take normal incendiary damage; Ethereals, Floaters and Reapers take extra incendiary damage.&lt;br /&gt;
* Ability to rename crafts.&lt;br /&gt;
&lt;br /&gt;
===How I usually play===&lt;br /&gt;
* Money only from funding countries. As in, I don&#039;t (usually) manufacture for profit and I usually finish the game with two combat bases and one research base. I still sell stuff when stores are full and I never keep anything before lasers. I still use exploits however, but only those with smaller effects like the zero amount manufacturing bug.&lt;br /&gt;
** Since I got acquainted with UFOextender however, I usually leave a dedicated manufacturing base of fifty engineers producing laser cannons in auto-sell mode indefinitely. Result: no funding problems for the rest of the game XD&lt;br /&gt;
* Usual troop composition is broken down to fireteams. Each fireteam has three squaddie riflemen and one sergeant.&lt;br /&gt;
** The riflemen have laser rifles while the sergeant has a fireteam-level heavy weapon (heavy laser, heavy cannon, etc.).&lt;br /&gt;
** In case more bang is needed, each has a grenade as well; sergeants get alien grenades once available.&lt;br /&gt;
** Additionally, each sergeant has a motion sensor in their free hand.&lt;br /&gt;
* In a Skyranger carrying a single tank, two fireteams leave two additional slots which are filled by a medic and a colonel.&lt;br /&gt;
** The medic dual-wields a stunner and a medkit; also has a pistol for emergencies and is the first one out after the tank, chucking a smoke grenade at the base of the ramp to provide cover.&lt;br /&gt;
** The colonel, depending on the mission, either provides artillery support (rocket from above or blaster bomb from the &#039;ranger) or takes the high ground to snipe with a plasma rifle. In the latter case, also IDs potential targets of capture with a mind probe.&lt;br /&gt;
** Tank-wise, my usual progress is rocket - laser - plasma.&lt;br /&gt;
* Craft rules:&lt;br /&gt;
** Standard base loadout is one Interceptor, one Firestorm and one Skyranger.&lt;br /&gt;
*** The Interceptor (Avalanche + laser) handles scouts in order to maximize interception rate without wasting Elerium on small fry.&lt;br /&gt;
*** The Firestorm (dual plasmas) only sorties against supply ships and terror ships.&lt;br /&gt;
*** The main base and ONLY the main base switches the Skyranger to a Lightning as soon as it&#039;s available. By that point, the guys there can usually handle things without tank support.&lt;br /&gt;
*** Only one Avenger is built, with a max limit of two sorties: one base assault (as &amp;quot;rehearsal&amp;quot;) and the final mission.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==X-Force==&lt;br /&gt;
I don&#039;t know if you know about this, but I found yet another X-COM remake. It has been around for a while, but I forgot to mention it. The name of the project is X-Force: Fight for Destiny. It is completely DirectX-based and has some nice graphics, but the current version is V0.915b4 (the newest beta). It is composed of &amp;quot;gamesets&amp;quot; which contain everything about a gamemode. The included gameset/script editor is German, but the game itself is multilingual (a total of 13 languages are available right at the start).&lt;br /&gt;
&lt;br /&gt;
===Differences from X-COM===&lt;br /&gt;
&lt;br /&gt;
====General====&lt;br /&gt;
*Option to change starting parameters: gameset, difficulty, composition of starting personnel, etc. Changes are reflected in starting funds: more personnel means less money. The default starting funds are ten million.&lt;br /&gt;
*Online updater for downloading new versions and addons.&lt;br /&gt;
&lt;br /&gt;
====Geoscape====&lt;br /&gt;
* Engineers and scientists has differing &amp;quot;ability points&amp;quot;. Basically, the higher this number, the faster the work is finished. For this reason, engineers and scientists also have individual names and can be sacked automatically whenever someone better is available for hire.&lt;br /&gt;
* Radar ranges are graphically represented in the map. Now that&#039;s what I missed from X-COM!!!&lt;br /&gt;
* Previous versions contain the ability to dogfight with UFOs, arcade-style. This has been removed. Now you have to wait until they duke it out offscreen with only some info visible (stats of the combatants, who&#039;s firing currently, etc.).&lt;br /&gt;
* Manufacturing uses a universal resource called Alphatron. Alphatron can be gained by establishing specialised mining bases (assigning engineers increase mining efficiency) or by dismantling existing equipment (weapons/ammo/etc).&lt;br /&gt;
* Speaking of which, EVERYTHING can be manufactured except crafts. Certain terrestrial stuff requires construction plans to build which can be purchased for a hefty price. Alien stuff only needs to be researched.&lt;br /&gt;
* Buying/selling equipment is also changed: countries make bids for the equipment and you decide which one you accept and when.&lt;br /&gt;
* Structure-mounted shields. If a UFO attacks a shielded base, the shield will soak up the damage. If it depletes, buildings within start to take damage. Damage can be repaired with engineers. UFOs fairly close to the base can be shot down by base defenses (their range is also represented).&lt;br /&gt;
* UFOs prioritize crafts. If a craft enters radar range, the UFO will ignore it&#039;s current mission and attacks the craft instead. Since by default you can&#039;t accelerate time while a UFO is on-screen (that counts crashed ones too!), you can lure and shoot them over water if you don&#039;t want to fight.&lt;br /&gt;
* Bases are multi-level; some building can only be built on a certain level (ie. no radar/shield underground, hangars are 2x2 on the first level and 1x1 on the surface). Additional levels can be constructed for a fee.&lt;br /&gt;
* All equipment (ammo included) can be upgraded but only if you have the construction plans.&lt;br /&gt;
* Soldiers, engineers and scientists can be trained to improve their skills. However, a soldier in training improves slower than in battle and training costs 25 credits per day.&lt;br /&gt;
* When purchased, crafts only have armor, hardpoints and cargo space. Weapons (projectile, missile, energy), engines, sensors and shields are freely interchangeable.&lt;br /&gt;
&lt;br /&gt;
====Battlescape====&lt;br /&gt;
* Automatic shots are a horribly inaccurate single shot. Aimed shots are possible to be fired to legs, torso and head. The latter is the hardest but it hurts like a motherfucker (obviously).&lt;br /&gt;
* No HWPs, but soldiers can set up stationary sensors to watch an area or landmines to cover their backs.&lt;br /&gt;
* No transports, soldiers are just dumped onto the battlefield. They start in groups of five. Earlier versions had the ability to &amp;quot;beam up&amp;quot; soldiers from the battlefield. &#039;&#039;The newest version deploys UFOs as well on the map.&#039;&#039;&lt;br /&gt;
* Soldiers don&#039;t have [[energy]] or [[morale]]. However, they still lose TUs from weight.&lt;br /&gt;
* Laser weapons has limited ammo and cannot be reloaded, only recharged after battle. &lt;br /&gt;
&lt;br /&gt;
*I tested the newest version. Looks good, but the Galactic War gameset became the official one and MAN, IT&#039;S VERY HARD! According to the story, a single alien mothership and five smaller craft appeared and scouted the planet. After trying to take them down, they retaliated and systematically destroyed Earth&#039;s whole military. The crafts had three layers of defensive structures: an EM field to jam missiles, a magnetic field to repel light projectiles and armor to stop the rest. Finally, they were taken out with nukes, but we became defenseless. The crashed crafts released drones that shot every dropship on sight, plus the only hits were achieved with large naval cannons and dumb-fire contact-fuse missiles; we had to ditch our modern weapons and technology and rely on more primitive methods such as assault rifles with plastic bullets (aliens had the same shielding) or naval-sized cannons with VERY large shells. Additionally, the readme literally says that large UFOs are EXPECTED to be taken down by using several fighters as cannon fodder. Sorry, but isn&#039;t that a bit extreme? For me, it sounds like the developer watched a bit too much Evangelion (which is an excellent but really fucked up anime, by the way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==UFO Aftermath==&lt;br /&gt;
I don&#039;t think I have to introduce this one. Many people say it&#039;s crap when it&#039;s not. It&#039;s just vastly different from X-COM.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
====Geoscape====&lt;br /&gt;
* Base mechanics. You can decide the location of your initial base: central US, Europe or Asia. There are no base management or anything like that, bases come in three flavors: military base that handles interceptions, engineering base that handles development and production-related stuff and research base that handles scientific stuff. Later on you get a fourth type, anti-biomass; more on that later. Base types can be freely switched out to each other, this takes 24 hours.&lt;br /&gt;
* Expansion is done like this: Earth is divided into territories. For every mission you do in a territory, your presence in that territory as well as all adjacent territories increases. Once your presence is high enough, you get the location of a military base in the area; capturing that base (or further increasing your presence) will turn the territory over to you. Adjacency isn&#039;t required, you can expand on the other side of the globe as long as you have enough presence.&lt;br /&gt;
* Like I said, there&#039;s no base management. As long as you have one research base, you can do research. Same with engineering bases. Neither requires resources or anything, but most stuff requires you to capture alien tech; for example, capturing a single UFO of any type nets you almost all UFO-related requirements (e.g. engine, hull, etc.).&lt;br /&gt;
* You lose only if you lose all your bases.&lt;br /&gt;
* You cannot even detect UFOs until you develop UFO Detection. It&#039;s available right from the start but since most missions are against transgenants, you don&#039;t need this until your troops are sufficiently equipped.&lt;br /&gt;
* Interception requires a military base. When you give the order, a flight of three fighters take off from the nearest base and attacks the UFO which also has a fighter cover of three. If the entire flight is shot down, the base will take 24 hours to rebuild them during which it can&#039;t perform interceptions. You can develop stronger armor, weapons, engines, etc. for your planes once you capture a UFO. You only really need to intercept Battleships and Planters, these can screw you over big-time. Bases should be taken out before they deploy or you&#039;ll have to do a ground mission to dispose of it. The rest pose no threat.&lt;br /&gt;
* Late-game, Planter-type UFOs will fly around the globe. If one of these lands, that spot will start to grow Biomass, a gray-brown carpet that spreads across nearby land at an alarming rate. If the growth reaches one of your bases, you instantly lose that base. The only way to combat it is to do a mission on the Biomass to get a sample of it then research that sample and finally develop Biomass Repulsors. The fourth base type will be unlocked and it&#039;s sole function is to radiate a psionic signal; Biomass can&#039;t grow in range of the base and if it&#039;s already there by the time the base comes online, it will dissolve. Some transgenants only appear in Biomass terrain.&lt;br /&gt;
&lt;br /&gt;
====Battlescape====&lt;br /&gt;
* First and foremost: battles go in REAL-TIME. You can pause, slow down or speed up time. While this might cause much grumbling amongst X-COM enthusiasts, let me rebuke you: combat is still really hard. And unlike X-COM, you CAN pull off stuff like I did on one base assault where a single level 12 soldier armed with a Neostead shotgun, a medkit and bio armor played a deadly hide-and-seek with nine Reticulans, taking them all down and clearing out the entire base all by himself!! He had a plasma rifle as well but didn&#039;t need to use it as I used cover to its maximum advantage. Result: no casualties and the soldier leveling up. He spent the next few days in the infirmary, but still. And this was a base assault where all aliens were toting late-game guns including one with a collapsible plasma cannon (took him out just before he could deploy it; he still completed the unpack animation, then packed it up again, &#039;&#039;then&#039;&#039; collapsed dead).&lt;br /&gt;
* You can only bring seven soldiers with you. At first, you can sortie only from the military base your chopper is currently at; later, developing in-base teleports allow you to sortie from the military base nearest to your target. You get a steady supply of recruits that are available globally, in all your bases.&lt;br /&gt;
* Development is done like this: doing stuff on the battlefield earns your troops XP. Once the soldier levels up, you can increase one of his/her primary attributes which in turn increases their abilities. The attributes are: Strength, Agility, Dexterity, Willpower, Intelligence and Perception. Abilities are: Marksmanship (sniper rifles and heavy machineguns), Rifles (assault rifles), Handguns (pistols and submachineguns), Launchers (rocket launchers), Throwing (grenades and nade launchers), Psi Power, Hit Points, Speed (base movement speed), Dodge (decreases enemy accuracy), Observation (increases sight range), Stealth (walking and crouching increases probability of staying unnoticed), Aliens (increases damage), Medical (increases medkit efficiency) and Capacity (increases amount of stuff soldier can carry before slowing down). You can also give the soldier training in the base to increase four of his abilities by one full level, but each ability can only be increased once this way. A soldier can do as many regimens as you want so cross-training is possible. Each training session takes 36 hours during which the soldier is unavailable for duty.&lt;br /&gt;
* Enemies generally come in two flavors. Transgenants are mutated Earth life forms; most of them have guns, acid spit or psionics. Reticulans are basically Sectoids in Muton armor. They are VERY tough and wield very strong energy weapons.&lt;br /&gt;
* Equipment can be selected while in the base. At first, a very wide range of terrestrial weapons is available, from pistols to submachineguns to assault rifles to sniper rifles to various other equipment like frag/incendiary/acid/smoke nades. Only Berettas and pump-action shotguns have an infinite supply, the rest must be scavenged from captured bases. Unlike X-COM, better terrestrial guns remain useful through the entire game. Especially sniper rifles (longest range in the whole game) and grenade launchers (think Heavy Cannon with an AutoCannon&#039;s ammo capacity and magazines the physical size of a Rifle clip). Shotguns are useful inside bases and UFOs; even the weakest one does 80 damage (for comparison, the highest one does &#039;&#039;500&#039;&#039;), and one of them even has &#039;&#039;burst-fire&#039;&#039; that does a good 2200 points of damage point-blank.&lt;br /&gt;
* Armor comes in two flavors: human and hybrid. Human armors are salvaged from bases the same way as guns and come in seven flavors: clothing (almost no damage but good against warp weapons), light armor, combat armor, heavy armor (disables running and crouching but enables some of the best guns), improved light armor (researched), improved combat armor (researched), improved heavy armor (researched). Researched armors have higher laser and plasma resistance. Hybrid armor is reverse-engineered Reticulan armor and comes in four flavors: basic, sun armor (yellow energy shield, more resistant against kinetic weapons), sky armor (blue energy shield, more resistant against energy weapons) and bio armor (green energy shield, best armor in the whole game). There are helmets available as well (light, combat, psychic, and their improved versions) to further increase damage resistance but heavy and hybrid armor can&#039;t wear helmets.&lt;br /&gt;
* Aliens generally wield energy weapons. These are good but not THAT good. Humans can reverse-engineer these and build their own versions. Most alien energy weapons use the same ammo (energy or power cells, latter give twice as much shots), same with human versions and their own ammo. Warp and psychic weapons have an internal energy supply and can&#039;t be reloaded on the field.&lt;br /&gt;
** When I said reverse-engineer, I didn&#039;t mean &amp;quot;build the same gun&amp;quot;. No alien gear can be manufactured, only salvaged. Human laser rifles are better than the alien version simply because of the ample ammo (two engineering bases can manufacture a 20-cell batch in 16 hours). Some have no equivalents in the other: the aliens have the plasma gun which is basically a plasma grenade launcher. Humans take this and make a plasma rifle and a plasma shotgun; the former does good damage but has a low ammo capacity while the latter has abysmally short range but insta-kills everything it hits with a single shot.&lt;br /&gt;
* Damage types:&lt;br /&gt;
** Soft. Inflicted by hollow-point rounds and shotgun shells. Very good against unarmored targets.&lt;br /&gt;
** Universal. Inflicted by rifle rounds. Pretty good against transgenants.&lt;br /&gt;
** Hard. Inflicted by high-caliber and armor-piercing rounds. Good against armored goons.&lt;br /&gt;
** Burn. Inflicted by fire and acid. Transgenants like these.&lt;br /&gt;
** Laser. Self-explanatory. Laser pistols and rifles have very nice accuracy but lower damage than conventional guns.&lt;br /&gt;
** Plasma. Self-explanatory. Most plasma weapons do high damage.&lt;br /&gt;
** Warp. Does TONS of damage to armored targets and doesn&#039;t require line-of-sight but can&#039;t be reloaded on the field.&lt;br /&gt;
** Psychic. This is limited to three effects: damage things with advanced nervous systems, paralyze target and control target. Each of them is caused by a separate weapon and are comparatively rare (except paralyze which is possessed by multiple transgenants). Requires line-of-sight, surprisingly.&lt;br /&gt;
** Heal. Yes, medkits have their own damage type. Some armors decrease healing efficiency against the wearer.&lt;br /&gt;
* Most enemies drop unconscious when their health is low and count as captured if you win the mission; kamikazes and a few others cannot be stunned. Soldiers can be healed back up with a medkit but they can still be targeted while out cold. No matter how high you heal their health back up, they will spend the next few days in the infirmary.&lt;br /&gt;
* Guns can be fired single-shot or burst-fire. Some heavy weapons (see below) don&#039;t even have single-shot.&lt;br /&gt;
* No HWPs but there&#039;s a reason: late-game, collapsible heavy weapons are available. Specifically, double-barreled machine gun (best damn gun in the whole game, hands down), quad-barreled machine gun, Gatling cannon (think Terminator here), deployable rocket launcher, deployable railgun (the shotgun version, exhausts it&#039;s 900 ammo supply in less than ten seconds), warp resonator (think a hitscan Blaster Launcher that works through walls and has no splash damage), warp demolition device (for dozering terrain obstacles but works against enemies too). Most of them need to be deployed to fire but they have brutal firepower and can insta-kill everything they&#039;re pointed at in less than a second. Drawback: to equip one of these, you need to put on Heavy Armor which makes you unable to run; put on the gun&#039;s weight and your soldier is going at a walking pace with a REALLY big gun. Think Terminator here, people. Some of the better versions can&#039;t be reloaded on the field.&lt;br /&gt;
* Mission types:&lt;br /&gt;
** Extermination. Kill or incap everything that moves.&lt;br /&gt;
** Recon. Spot one specimen of every enemy type present on the map.&lt;br /&gt;
** Destruction. Go to the target area and destroy the stuff there using explosives.&lt;br /&gt;
** Recovery. If you lose an interception and the UFO gets away, one of your shot down pilots will survive. Go to his location and get him out alive.&lt;br /&gt;
** Capture. Incapacitate and recover any transgenant on the map. It doesn&#039;t matter which; as long as one is alive at the end of the mission, you win.&lt;br /&gt;
** UFO Recovery. Two stage mission: first stage is to find the UFO and step on the green rectangle in front of it with all your troops. Second stage is to kill or incap everyone inside the UFO. Warning: the UFO is VERY cramped. Auto-fire and shotgun use highly recommended. If you leave someone behind in the first stage, you get them back once you win the second stage.&lt;br /&gt;
** Base capture. Two stage mission: first stage is to find the base entrance and step on the green rectangle with all your troops. Second stage is to kill or incap every transgenant in the base.&lt;br /&gt;
** Base defense. Simple: kill every Reticulan in the base. Very hard, my usual tactic is to equip everyone with grenade launchers, go to a dead end and spam the corner with HE death if a Reticulan sticks its grey head through.&lt;br /&gt;
* Missions come this way: once it pops up on the Geoscape, it will stay there for a few days. If you don&#039;t take it by that time or select the mission and choose Delegate, terrestrial forces will do it for you. Base capture or -defense missions can&#039;t be delegated but if you ignore them, they will still be solved. Story-critical missions can&#039;t be delegated and won&#039;t disappear until you do them.&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=58229</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=58229"/>
		<updated>2014-07-28T21:00:16Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* 1.32 bugfest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). &#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Ver. 1.31 ==&lt;br /&gt;
:The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there is a newer version - I&#039;ve found and downloaded it, and also updated it on the wiki. (Apparently [[UFOextender]] was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn&#039;t have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there&#039;s &amp;lt;s&amp;gt;a bug now related to hotkeys and alt-tabbing in fullscreen mode&amp;lt;/s&amp;gt;. As to MC issues, I&#039;ll be able to tell when I get a chance to test them. I&#039;ll be giving further feedback in the program&#039;s [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/ forum thread]. &amp;amp;mdash; [[User:Slider2k|Slider2k]] 00:31, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. You can&#039;t simply add a directx volume option into the game. XCOM creates secondary DX sound buffers for each sound. Either the option was not available at the time the game was written or the developers intentionally excluded volume control when these buffers are created.  To fix this one would have to replace the current sound buffer creation routine.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are mechanical (especially in TFTD).  I have fixed this in patches to 1.31.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== 1.32 bugfest ===&lt;br /&gt;
Just tried the, as of this writing, newest version and got hit with three bugs.&lt;br /&gt;
* First, the game keeps alternating between MP3 and midi soundtrack, despite the INI containing the correct filenames for the MP3 tracks.&lt;br /&gt;
* Second, items keep randomly disappearing from the Skyranger. On the first tactical mission in a brand new game, one Rifle and two magazines of HC-HE ammo were missing from the inventory despite having assigned them to the Skyranger. On the next mission, these were present - but now a Medkit and one Rifle ammo clip was missing instead.&lt;br /&gt;
* Third, I got hit with a base defense in January and, upon exiting the base screen, the game crashed with an access violation error trying to access 0x00000000.&lt;br /&gt;
Something&#039;s really not right here.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 14:03, 23 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;At what points does the game switch back to MIDI/mp3?  So far, this hasn&#039;t been reported by others.  The items disappearing and the the crash on exiting the base screen in a base defense have been reported and I&#039;ll have a fix in the next patch (1.32.8).&#039;&#039; [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:54, 17 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Been a while ago but I seem to remember the switch randomly occurring every time there&#039;s a track change, ie. it happens even in the middle of the Geoscape, when one track is over and the next one starts.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 17:00, 28 July 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Other Feedback=&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;Slowing down the alien turn is not really feasible. If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
* Seeing that it&#039;s possible to modify manufacturing requirements with the lasers and the Laser Tank, would it be possible to make an option that upgrades armors instead of producing them from scratch? I.e. producing a Power Suit requires a suit of Personal Armor on top of its own price, kinda like an &amp;quot;undersuit&amp;quot; the additional plates and movement assist frame is bolted onto. Similarly, a Flying Suit needs a Power Suit as well as whatever it already costs. This achieves two things. First, it provides the player a good way to utilize accumulated Personal Armors:as the death of a soldier means loss of his/her armor, the player probably has a helluva lot of spares which take up store space and will become dead weight once Power Suits are available. Second, it makes the production of advanced armors much slower and more expensive - $122,000, 14 alloys, 21 Elerium and 3,200 hours for a single Flying Suit? Are you really willing to give a rookie an armor that takes days to build, costs over six times his salary and might not save him anyway? I&#039;d say this would be fun; what do you say?--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 11:30, 23 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Base Stacking ==&lt;br /&gt;
&lt;br /&gt;
How does the Build Queue thing work, it doesn&#039;t say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Its is called &amp;quot;Base Build Stacking&amp;quot; and it&#039;s listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=56618</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=56618"/>
		<updated>2014-05-23T18:03:11Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). &#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Ver. 1.31 ==&lt;br /&gt;
:The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there is a newer version - I&#039;ve found and downloaded it, and also updated it on the wiki. (Apparently [[UFOextender]] was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn&#039;t have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there&#039;s &amp;lt;s&amp;gt;a bug now related to hotkeys and alt-tabbing in fullscreen mode&amp;lt;/s&amp;gt;. As to MC issues, I&#039;ll be able to tell when I get a chance to test them. I&#039;ll be giving further feedback in the program&#039;s [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/ forum thread]. &amp;amp;mdash; [[User:Slider2k|Slider2k]] 00:31, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. You can&#039;t simply add a directx volume option into the game. XCOM creates secondary DX sound buffers for each sound. Either the option was not available at the time the game was written or the developers intentionally excluded volume control when these buffers are created.  To fix this one would have to replace the current sound buffer creation routine.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are mechanical (especially in TFTD).  I have fixed this in patches to 1.31.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== 1.32 bugfest ===&lt;br /&gt;
Just tried the, as of this writing, newest version and got hit with three bugs.&lt;br /&gt;
* First, the game keeps alternating between MP3 and midi soundtrack, despite the INI containing the correct filenames for the MP3 tracks.&lt;br /&gt;
* Second, items keep randomly disappearing from the Skyranger. On the first tactical mission in a brand new game, one Rifle and two magazines of HC-HE ammo were missing from the inventory despite having assigned them to the Skyranger. On the next mission, these were present - but now a Medkit and one Rifle ammo clip was missing instead.&lt;br /&gt;
* Third, I got hit with a base defense in January and, upon exiting the base screen, the game crashed with an access violation error trying to access 0x00000000.&lt;br /&gt;
Something&#039;s really not right here.--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 14:03, 23 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Other Feedback=&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;Slowing down the alien turn is not really feasible. If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
* Seeing that it&#039;s possible to modify manufacturing requirements with the lasers and the Laser Tank, would it be possible to make an option that upgrades armors instead of producing them from scratch? I.e. producing a Power Suit requires a suit of Personal Armor on top of its own price, kinda like an &amp;quot;undersuit&amp;quot; the additional plates and movement assist frame is bolted onto. Similarly, a Flying Suit needs a Power Suit as well as whatever it already costs. This achieves two things. First, it provides the player a good way to utilize accumulated Personal Armors:as the death of a soldier means loss of his/her armor, the player probably has a helluva lot of spares which take up store space and will become dead weight once Power Suits are available. Second, it makes the production of advanced armors much slower and more expensive - $122,000, 14 alloys, 21 Elerium and 3,200 hours for a single Flying Suit? Are you really willing to give a rookie an armor that takes days to build, costs over six times his salary and might not save him anyway? I&#039;d say this would be fun; what do you say?--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 11:30, 23 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Base Stacking ==&lt;br /&gt;
&lt;br /&gt;
How does the Build Queue thing work, it doesn&#039;t say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Its is called &amp;quot;Base Build Stacking&amp;quot; and it&#039;s listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=56611</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=56611"/>
		<updated>2014-05-23T15:30:36Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Other Feedback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). &#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Ver. 1.31 ==&lt;br /&gt;
:The feedback was on the file version that was presented here on this wiki (1.31). Thanks that you mentioned there is a newer version - I&#039;ve found and downloaded it, and also updated it on the wiki. (Apparently [[UFOextender]] was updated to describe 1.31.5 version, but not the download page). As I can tell now, 1.31 didn&#039;t have partial clips recovery feature. Battlescape hotkeys work in 1.31.5, but there&#039;s &amp;lt;s&amp;gt;a bug now related to hotkeys and alt-tabbing in fullscreen mode&amp;lt;/s&amp;gt;. As to MC issues, I&#039;ll be able to tell when I get a chance to test them. I&#039;ll be giving further feedback in the program&#039;s [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/ forum thread]. &amp;amp;mdash; [[User:Slider2k|Slider2k]] 00:31, 6 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later.&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. You can&#039;t simply add a directx volume option into the game. XCOM creates secondary DX sound buffers for each sound. Either the option was not available at the time the game was written or the developers intentionally excluded volume control when these buffers are created.  To fix this one would have to replace the current sound buffer creation routine.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
This site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are mechanical (especially in TFTD).  I have fixed this in patches to 1.31.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame would throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=Other Feedback=&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;Slowing down the alien turn is not really feasible. If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
* Seeing that it&#039;s possible to modify manufacturing requirements with the lasers and the Laser Tank, would it be possible to make an option that upgrades armors instead of producing them from scratch? I.e. producing a Power Suit requires a suit of Personal Armor on top of its own price, kinda like an &amp;quot;undersuit&amp;quot; the additional plates and movement assist frame is bolted onto. Similarly, a Flying Suit needs a Power Suit as well as whatever it already costs. This achieves two things. First, it provides the player a good way to utilize accumulated Personal Armors:as the death of a soldier means loss of his/her armor, the player probably has a helluva lot of spares which take up store space and will become dead weight once Power Suits are available. Second, it makes the production of advanced armors much slower and more expensive - $122,000, 14 alloys, 21 Elerium and 3,200 hours for a single Flying Suit? Are you really willing to give a rookie an armor that takes days to build, costs over six times his salary and might not save him anyway? I&#039;d say this would be fun; what do you say?--[[User:Amitakartok|amitakartok]] ([[User talk:Amitakartok|talk]]) 11:30, 23 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Base Stacking ==&lt;br /&gt;
&lt;br /&gt;
How does the Build Queue thing work, it doesn&#039;t say on the page or README? --[[User:Ditto51|Ditto51]] 12:32, 17 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Its is called &amp;quot;Base Build Stacking&amp;quot; and it&#039;s listed under the mod section. When enabled, you can place facilities next to ones currently under construction and they will begin after the current one is complete.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=48296</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=48296"/>
		<updated>2013-08-25T15:43:22Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Minor Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
&#039;&#039;&#039;A place to provide feedback or ask questions:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Thanks to Kyrub, Spike, and numerous others who help to troubleshoot problems, provide feedback on releases, and innumerable other activities to help make TFTDextender and the game better! -&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*The zip archive does not seem to include an .ini file. Where do I get the .ini file from? &lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;If the latest release is a patch, meaning there are no new additions to the INI file, only the patcher.dll file will be updated. In this way, those who already have the current release won&#039;t have their INI settings overwritten.  You will need to download the last full version, extract the files from it, and then extract file from the latest patch.  When I first release the Extender and lots of problems were being reported, I was releasing fixes almost on a weekly basis and so I still continue with this idea.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
===Major Bugs===&lt;br /&gt;
*Battlescape Crash when HWP present in non-Base Defense missions&lt;br /&gt;
&#039;&#039;An error in the code will cause the game to crash.  This will be fixed in the next release. For now, it can be avoided by copying the line for &#039;No Freebies for Tanks&#039; from the bugfix reference file into the [Bug Fix] section of the INI - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Battlescape Crash when alien (Old One) is in fire and &amp;quot;Fire Fix&amp;quot; bugfix is enabled.&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve got a savegame which makes TFTDextender chocke on the &amp;quot;Fire Fix&amp;quot; bugfix - basically, during a terror map (Fiji, iirc), there&#039;s a Deep One on the third level in the house. I&#039;ve just fired an incendiary round at it, and it&#039;s now standing in fire. I end the turn, and when all alien movement is done (presumably this is where the fire-check happens) the game crashes with the error message &amp;quot;TFTD crashed at 0x42E061 with error 0xC0000005 trying to access 0x0051C1C0&amp;quot;. Those addresses are the same each crash, so it&#039;s a consistent bug.&lt;br /&gt;
&lt;br /&gt;
:Disabling &amp;quot;Fire Fix&amp;quot; before starting TFTD and loading that savegame prevents the crash, and the Deep One dies.&lt;br /&gt;
&lt;br /&gt;
:System is Windows 7 64 bit (up to date with patches and service packs), running on the Steam version of TFTD (but not through steam, obviously).&lt;br /&gt;
&lt;br /&gt;
:I can provide the savegame (the entire GAME_8 folder as a zip) and the TFTDextender.ini in use, in the hopes this will aid in debugging. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Thanks MacGyver! It is nice when someone has troubleshot an issue to identify the cause.  Just based on your initial report, I found the problem: The TFTD base code differed slightly from EU.  I found the offending lines and modified them to fit the TFTD code. The problem was in the section to check if the unit catches fire. - [[User:Morgan525|Tycho]] 10:58, 2 May 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*(a)Lobstermen don&#039;t use their guns and (b)their melee attack is weak.&lt;br /&gt;
:&#039;&#039;The first part(a) is a problem in the fix for the code to determine a unit&#039;s abilities in the first step of the AI process. The latter problem (b) is a bug in the original program. If a unit has a ranged weapon, the damage is set to the value of the weapon&#039;s melee attack and not the strength of the lobsterman, as it is for all other units that have a natural melee attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Minor Bugs ===&lt;br /&gt;
* I&#039;ve got a feeling, though I can&#039;t check, that &amp;quot;Know Thy Enemy&amp;quot; currently doesn&#039;t register that autopsies have been performed - e.g. it shouldn&#039;t take 4 or 5 sonic-blasta shots to down a single Gill Man. When I disable &amp;quot;Know Thy Enemy&amp;quot;, the game becomes significantly easier, also in missions with creatures on which autopsies have been performed. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I found the problem and the code is working now.  It will be out in the next version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* For some reason, the loader (newest version) opens TWO windows at startup. One is titled &#039;X-COM Terror From the Deep Gold Edition&#039; and contains the game&#039;s video output, the other is titled &#039;Terror From The Deep.exe&#039; and is completely blank (not even a blinking console prompt). Win7 auto-groups their buttons on the taskbar and closing either closes the other too. Is this normal behavior or am I missing something?--[[User:Amitakartok|amitakartok]] 11:47, 24 August 2013 (EDT)&lt;br /&gt;
&#039;&#039;To my knowledge, this has always been the case even with UFO Extender.  The first &#039;blank&#039; window is the loader which spawns the second &#039;game&#039; window. Closing the Extender will abort the game and quitting the game automatically closes the Extender.&#039;&#039;&lt;br /&gt;
** Well, UFOextender never did that for me, only TFTDextender. Maybe it&#039;s due to using an earlier build?--[[User:Amitakartok|amitakartok]] 11:43, 25 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Things that TFTDextender does not fix ==&lt;br /&gt;
&lt;br /&gt;
Just more or less as a note to the reader, TFTDextender does not fix some of the following things that are sometimes thought of as needing fixing (and this is probably deliberate?):&lt;br /&gt;
&lt;br /&gt;
* Does not fix the apparent swap of the ground map for the VERY SMALL Survey Ship (1 occupant) with the SMALL Escort (half-dozen or more occupants). So you get the VERY SMALL sub occupying about 25 squares of usable area on the Battlescape, and the supposedly larger SMALL sub occupying one square of usable area on the Battlescape, begging the question of how all those aliens got inside there in the first place. XcomUtil will fix this, as will the original patches that XcomUtil incorporates.&lt;br /&gt;
* Does not fix the incorrect pictures for the large USO in the interception window.  &lt;br /&gt;
:&#039;&#039;Both of the above issues have been corrected by Zombie, who swapped the USO map files and changed INTERCEPTION.DAT. You can get these updates from the StrategyCore file section.&#039;&#039;[http://www.strategycore.co.uk/files/x-com-terror-from-the-deep/patches/]&lt;br /&gt;
* Does not fix the Dart Gun to make it any less utterly useless. Though you can do this yourself via the OBDATA.DAT section of TFTDextender. (Suggestion: don&#039;t fix it. The useless Dart Gun is all part of the &amp;quot;oh no we&#039;re all gonna die&amp;quot; experience of the beginning of TFTD.)&lt;br /&gt;
* Does not improve the armour and effectiveness of the basic Aqua-Jet and Gas Cannon Coelecanths (it does upgrade the Coelecanth/Gauss). (Again, suggestion: this is a good thing - XCOM should start the game hopelessly outclassed, and scramble to catch up).&lt;br /&gt;
:&#039;&#039;The &#039;Ablative Armor&#039; mod improves the endurance of the Gas Cannon and Aqua-Jet Coelecanths.&#039;&#039;&lt;br /&gt;
* Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.&lt;br /&gt;
* Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.&lt;br /&gt;
:&#039;&#039;Actually, XComUtil just sets the facing of your soldiers to each vector which gives you full view around the Skyranger.  The same thing happens if you have a soldier on the front and back, right and left corners rotate in place 180 degrees on the first turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==FYI==&lt;br /&gt;
*The game crashes when I start mission against a sub: &amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
:It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|an already reported bug]]. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
*&#039;&#039;&#039;Trojan Horse?&#039;&#039;&#039; AVG Anti-Virus reports that TFTDExtender.exe contains a Trojan Horse (Generic30.MKG).&lt;br /&gt;
:AVG has been known to produce false positives before.  I use AV software on my machine and have checked this by uploading/downloading from a site with its own AV check. In some sense Extender acts like a trojan, in that, it overwrites code in memory, just not in a malicious way.&lt;br /&gt;
&lt;br /&gt;
=Resolved Reported Problems=&lt;br /&gt;
*&amp;lt;s&amp;gt;USOs not detected or Alien Missions not appearing with the Geoscape Clock mod enabled&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in version 1.07&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Changes to executable name under [loader] section of INI ignored by Extender &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with version 1.061&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Save Equipment not working&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Issues or &amp;quot;Weightless&amp;quot; Ammo Bug &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;All fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Items on transport floor lost on Abort&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Coelacanth/Gauss mutates into Coelacanth/G.C. after battle&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Cannot build Leviathan &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with 1.05p3.2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Mysterious artifacts recovered during aborted missions&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in the 1.05p3.1-&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Stunned MC&#039;d Aquanauts MIA on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2 -&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;s&amp;gt; Crewed Flying Sub Lost on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 105p4.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Materials deducted from wrong base &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; OBDATA changes in INI only working in Geoscape &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Displacer/Sonic damage incorrect&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Display in Inventory not Localised &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Grenade Resistance in INI file &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Manufacturing Projects Minimum Production&amp;lt;/s&amp;gt;&lt;br /&gt;
:In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
:Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to &#039;Indefinite&#039;, but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can&#039;t distinguish them on the Manufacturing display - both say &#039;unlimited&#039; quantity and &#039;indefinite&#039; period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Autosell should report &#039;unlimited $&#039; like the pic on the information page. I could change this to &#039;$unlimited$&#039; - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: I think that extra &#039;$&#039; would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to &#039;halting&#039; instead of &#039;indefinite&#039;? [[User:Spike|Spike]] 09:46, 5 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039; Changed the output to display &amp;quot;$unlimited$&amp;quot;.&#039;&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:&#039;&#039;&#039; Changed the output on duration to read &amp;quot;halting&amp;quot; when changing an order from unlimited to anything above zero.  The order will terminate after the next unit is produced. This will be in version 1.08&#039;&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
*TFTD Extender and XComUtil/Error Messages with Bomb Bloke&#039;s ComboMod&lt;br /&gt;
: Getting TFTDextender to work with XcomUtil has to be handled by XcomUtil: XcomUtil needs to know the filename for TFTDextender.&lt;br /&gt;
: I put together a patch for XcomUtil that adds the support, but this was close-ish to the time when TFTDextender was still named TFTDLoader. Which means you still have to rename the extender executable, but it&#039;s buried away [http://www.strategycore.co.uk/forums/topic/9751-ufo-tftd-combo-mod-beta/ here] if anyone wants to take a look. I may update it shortly and send it off to Blade again.&lt;br /&gt;
: For whatever reason, kryub&#039;s fix for the splitter code STILL doesn&#039;t prevent an error on exiting the geoscape to the battlescape, but &#039;&#039;only&#039;&#039; if using TFTDextender, and not if you&#039;re quitting the game completely. I&#039;ve been right through the ini and disabled everything I could find (cross checking against the ini ref file, but couldn&#039;t find a way to prevent this. Oddly enough it only seems to happen on my XP machine, not my Windows 7 laptop. The error is:&lt;br /&gt;
:&#039;&#039;&#039;TFTD crashed at 0x7C9102F6 with error 0xC0000005 trying to access 0x00000002&#039;&#039;&#039;&lt;br /&gt;
:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 20:04, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;After using your patch, I managed to get XComUtil to run with TFTD Extender. I&#039;m using Windows XP Home. I get the above error when the program swaps from Geoscape to Battlescape and I get another error upon &#039;Quit to DOS&#039; [TFTD crashed at 0x1 with error 0xC0000005 trying to access 0x00000001] with &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; version of TFTD Extender or even Xusalik&#039;s TFTDloader. --[[User:Morgan525|Tycho]] 20:26, 26 January 2013 (EST). &lt;br /&gt;
&lt;br /&gt;
:::Note that disabling the debug code entirely is bad, because then the default Windows debugger takes over and that takes ages to load if it&#039;s not already in RAM (and of course that still gives you an error pop-up window)... You&#039;d want the Extender to still catch crashes, but then just exit cleanly if it detects one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 16:58, 29 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::::&#039;&#039;I put a new line under the [Loader] section call Debug Messages.  If =1, crashes are reported to the player. If =0, debugging still occurs but the player doesn&#039;t get any notifications.  This fixes both errors that occur with using the split executable when exiting from Geoscape and from the game.  In the case of the error on exiting geoscape, Geoscape.exe actually terminates but the extra code that bridges the split executables forces Battlescape to load so it appear seamless.  In other situations, I believe the game will break to the desktop or command prompt with no warning. - [[User:Morgan525|Tycho]] 23:36, 1 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Feedback =&lt;br /&gt;
&lt;br /&gt;
Please check the [[Known_Bugs_(TFTD)|TFTD Known Bugs]] or [[Known_Bugs|EU Known Bugs]](for bugs common to both games) and post bugs which are part of the original game in the appropriate section. Please post any general suggestions for the game here: [[Wish_List_(TFTD)]]. &lt;br /&gt;
*Any errors that are a result of the Extender should be posted here. &lt;br /&gt;
*Use this section for suggestions and feedback on options currently available in the Extender or to discuss projects in Extender that are under development.&lt;br /&gt;
&lt;br /&gt;
== alternate damage routines ==&lt;br /&gt;
:&#039;&#039;1)For AP the armor works as it does currently: The armor value is applied as is and damage that is lower than the value is ignored but a hit that penetrates does a little damage to the armor.  &lt;br /&gt;
:&#039;&#039;2)Laser(Gauss) and Plasma(Sonic) attacks have to burn through the armor: The current armor value in the location hit is doubled and then damage is subtracted from this value. The remaining armor value (if any) is halved and saved. For these attack types, armor is stronger but quickly is gone.  A soldier in power(ion) armor can take at least one seriously good hit from a heavy plasma(sonic) from the front without damage to the soldier. In testing, I&#039;ve had a lot of occasions were a soldier in coveralls was able to survive a hit from a plasma pistol, although be seriously wounded.  &#039;&#039;&lt;br /&gt;
:&#039;&#039;3)HE works just like laser and plasma. &#039;&#039;&lt;br /&gt;
:&#039;&#039;4)Stun damage depends on the weapons used: the stun rod works like an AP attack vs armor (normal game rules), but a stun bomb is applied against the modified armor value. &lt;br /&gt;
:&#039;&#039;5)IN still works the same. Fire damage is unchanged.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Know thy Enemy:  This will now affect the damage that is applied against the unit&#039;s health: &lt;br /&gt;
*&#039;&#039;Headshot: full damage&lt;br /&gt;
*&#039;&#039;Other: If autopsy on this unit type has been done: full damage. Otherwise half damage.&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
I had a further thought on this while trying to guess what your new pre-requisites are for the various armours. For now it&#039;s really cool to be guessing but once people have figured it out, well, it will be more logical but still will have &#039;replay fatigue&#039;. Would it be possible to randomise the pre-requisites for a lot of the key research topics, from out of a plausible list of items (or even randomise pre-requisite topics)? That would make every game fresh in terms of the research sequence, and make the research aspect of the game more challenging and less dry &amp;amp; predictable. As ever, just a suggestion. :) Cheers, [[User:Spike|Spike]] 16:01, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deep Colonies==&lt;br /&gt;
&lt;br /&gt;
I am thinking of including an option to set all colonies to be Very Deep.  Why would the aliens not do so? It would also delay the progress of the game in that the player would need the armor and subs necessary to get access to the appropriate commanders.&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=48280</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=48280"/>
		<updated>2013-08-24T15:48:43Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Minor Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
&#039;&#039;&#039;A place to provide feedback or ask questions:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Thanks to Kyrub, Spike, and numerous others who help to troubleshoot problems, provide feedback on releases, and innumerable other activities to help make TFTDextender and the game better! -&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*The zip archive does not seem to include an .ini file. Where do I get the .ini file from? &lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;If the latest release is a patch, meaning there are no new additions to the INI file, only the patcher.dll file will be updated. In this way, those who already have the current release won&#039;t have their INI settings overwritten.  You will need to download the last full version, extract the files from it, and then extract file from the latest patch.  When I first release the Extender and lots of problems were being reported, I was releasing fixes almost on a weekly basis and so I still continue with this idea.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
===Major Bugs===&lt;br /&gt;
*Battlescape Crash when HWP present in non-Base Defense missions&lt;br /&gt;
&#039;&#039;An error in the code will cause the game to crash.  This will be fixed in the next release. For now, it can be avoided by copying the line for &#039;No Freebies for Tanks&#039; from the bugfix reference file into the [Bug Fix] section of the INI - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Battlescape Crash when alien (Old One) is in fire and &amp;quot;Fire Fix&amp;quot; bugfix is enabled.&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve got a savegame which makes TFTDextender chocke on the &amp;quot;Fire Fix&amp;quot; bugfix - basically, during a terror map (Fiji, iirc), there&#039;s a Deep One on the third level in the house. I&#039;ve just fired an incendiary round at it, and it&#039;s now standing in fire. I end the turn, and when all alien movement is done (presumably this is where the fire-check happens) the game crashes with the error message &amp;quot;TFTD crashed at 0x42E061 with error 0xC0000005 trying to access 0x0051C1C0&amp;quot;. Those addresses are the same each crash, so it&#039;s a consistent bug.&lt;br /&gt;
&lt;br /&gt;
:Disabling &amp;quot;Fire Fix&amp;quot; before starting TFTD and loading that savegame prevents the crash, and the Deep One dies.&lt;br /&gt;
&lt;br /&gt;
:System is Windows 7 64 bit (up to date with patches and service packs), running on the Steam version of TFTD (but not through steam, obviously).&lt;br /&gt;
&lt;br /&gt;
:I can provide the savegame (the entire GAME_8 folder as a zip) and the TFTDextender.ini in use, in the hopes this will aid in debugging. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Thanks MacGyver! It is nice when someone has troubleshot an issue to identify the cause.  Just based on your initial report, I found the problem: The TFTD base code differed slightly from EU.  I found the offending lines and modified them to fit the TFTD code. The problem was in the section to check if the unit catches fire. - [[User:Morgan525|Tycho]] 10:58, 2 May 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*(a)Lobstermen don&#039;t use their guns and (b)their melee attack is weak.&lt;br /&gt;
:&#039;&#039;The first part(a) is a problem in the fix for the code to determine a unit&#039;s abilities in the first step of the AI process. The latter problem (b) is a bug in the original program. If a unit has a ranged weapon, the damage is set to the value of the weapon&#039;s melee attack and not the strength of the lobsterman, as it is for all other units that have a natural melee attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Minor Bugs ===&lt;br /&gt;
* I&#039;ve got a feeling, though I can&#039;t check, that &amp;quot;Know Thy Enemy&amp;quot; currently doesn&#039;t register that autopsies have been performed - e.g. it shouldn&#039;t take 4 or 5 sonic-blasta shots to down a single Gill Man. When I disable &amp;quot;Know Thy Enemy&amp;quot;, the game becomes significantly easier, also in missions with creatures on which autopsies have been performed. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I found the problem and the code is working now.  It will be out in the next version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* For some reason, the loader (newest version) opens TWO windows at startup. One is titled &#039;X-COM Terror From the Deep Gold Edition&#039; and contains the game&#039;s video output, the other is titled &#039;Terror From The Deep.exe&#039; and is completely blank (not even a blinking console prompt). Win7 auto-groups their buttons on the taskbar and closing either closes the other too. Is this normal behavior or am I missing something?--[[User:Amitakartok|amitakartok]] 11:47, 24 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Things that TFTDextender does not fix ==&lt;br /&gt;
&lt;br /&gt;
Just more or less as a note to the reader, TFTDextender does not fix some of the following things that are sometimes thought of as needing fixing (and this is probably deliberate?):&lt;br /&gt;
&lt;br /&gt;
* Does not fix the apparent swap of the ground map for the VERY SMALL Survey Ship (1 occupant) with the SMALL Escort (half-dozen or more occupants). So you get the VERY SMALL sub occupying about 25 squares of usable area on the Battlescape, and the supposedly larger SMALL sub occupying one square of usable area on the Battlescape, begging the question of how all those aliens got inside there in the first place. XcomUtil will fix this, as will the original patches that XcomUtil incorporates.&lt;br /&gt;
* Does not fix the incorrect pictures for the large USO in the interception window.  &lt;br /&gt;
:&#039;&#039;Both of the above issues have been corrected by Zombie, who swapped the USO map files and changed INTERCEPTION.DAT. You can get these updates from the StrategyCore file section.&#039;&#039;[http://www.strategycore.co.uk/files/x-com-terror-from-the-deep/patches/]&lt;br /&gt;
* Does not fix the Dart Gun to make it any less utterly useless. Though you can do this yourself via the OBDATA.DAT section of TFTDextender. (Suggestion: don&#039;t fix it. The useless Dart Gun is all part of the &amp;quot;oh no we&#039;re all gonna die&amp;quot; experience of the beginning of TFTD.)&lt;br /&gt;
* Does not improve the armour and effectiveness of the basic Aqua-Jet and Gas Cannon Coelecanths (it does upgrade the Coelecanth/Gauss). (Again, suggestion: this is a good thing - XCOM should start the game hopelessly outclassed, and scramble to catch up).&lt;br /&gt;
:&#039;&#039;The &#039;Ablative Armor&#039; mod improves the endurance of the Gas Cannon and Aqua-Jet Coelecanths.&#039;&#039;&lt;br /&gt;
* Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.&lt;br /&gt;
* Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.&lt;br /&gt;
&lt;br /&gt;
==FYI==&lt;br /&gt;
*The game crashes when I start mission against a sub: &amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
:It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|an already reported bug]]. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
*&#039;&#039;&#039;Trojan Horse?&#039;&#039;&#039; AVG Anti-Virus reports that TFTDExtender.exe contains a Trojan Horse (Generic30.MKG).&lt;br /&gt;
:AVG has been known to produce false positives before.  I use AV software on my machine and have checked this by uploading/downloading from a site with its own AV check. In some sense Extender acts like a trojan, in that, it overwrites code in memory, just not in a malicious way.&lt;br /&gt;
&lt;br /&gt;
=Resolved Reported Problems=&lt;br /&gt;
*&amp;lt;s&amp;gt;USOs not detected or Alien Missions not appearing with the Geoscape Clock mod enabled&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in version 1.07&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Changes to executable name under [loader] section of INI ignored by Extender &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with version 1.061&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Save Equipment not working&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Issues or &amp;quot;Weightless&amp;quot; Ammo Bug &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;All fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Items on transport floor lost on Abort&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Coelacanth/Gauss mutates into Coelacanth/G.C. after battle&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Cannot build Leviathan &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with 1.05p3.2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Mysterious artifacts recovered during aborted missions&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in the 1.05p3.1-&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Stunned MC&#039;d Aquanauts MIA on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2 -&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;s&amp;gt; Crewed Flying Sub Lost on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 105p4.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Materials deducted from wrong base &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; OBDATA changes in INI only working in Geoscape &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Displacer/Sonic damage incorrect&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Display in Inventory not Localised &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Grenade Resistance in INI file &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Manufacturing Projects Minimum Production&amp;lt;/s&amp;gt;&lt;br /&gt;
:In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
:Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to &#039;Indefinite&#039;, but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can&#039;t distinguish them on the Manufacturing display - both say &#039;unlimited&#039; quantity and &#039;indefinite&#039; period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Autosell should report &#039;unlimited $&#039; like the pic on the information page. I could change this to &#039;$unlimited$&#039; - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: I think that extra &#039;$&#039; would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to &#039;halting&#039; instead of &#039;indefinite&#039;? [[User:Spike|Spike]] 09:46, 5 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039; Changed the output to display &amp;quot;$unlimited$&amp;quot;.&#039;&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:&#039;&#039;&#039; Changed the output on duration to read &amp;quot;halting&amp;quot; when changing an order from unlimited to anything above zero.  The order will terminate after the next unit is produced. This will be in version 1.08&#039;&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
*TFTD Extender and XComUtil/Error Messages with Bomb Bloke&#039;s ComboMod&lt;br /&gt;
: Getting TFTDextender to work with XcomUtil has to be handled by XcomUtil: XcomUtil needs to know the filename for TFTDextender.&lt;br /&gt;
: I put together a patch for XcomUtil that adds the support, but this was close-ish to the time when TFTDextender was still named TFTDLoader. Which means you still have to rename the extender executable, but it&#039;s buried away [http://www.strategycore.co.uk/forums/topic/9751-ufo-tftd-combo-mod-beta/ here] if anyone wants to take a look. I may update it shortly and send it off to Blade again.&lt;br /&gt;
: For whatever reason, kryub&#039;s fix for the splitter code STILL doesn&#039;t prevent an error on exiting the geoscape to the battlescape, but &#039;&#039;only&#039;&#039; if using TFTDextender, and not if you&#039;re quitting the game completely. I&#039;ve been right through the ini and disabled everything I could find (cross checking against the ini ref file, but couldn&#039;t find a way to prevent this. Oddly enough it only seems to happen on my XP machine, not my Windows 7 laptop. The error is:&lt;br /&gt;
:&#039;&#039;&#039;TFTD crashed at 0x7C9102F6 with error 0xC0000005 trying to access 0x00000002&#039;&#039;&#039;&lt;br /&gt;
:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 20:04, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;After using your patch, I managed to get XComUtil to run with TFTD Extender. I&#039;m using Windows XP Home. I get the above error when the program swaps from Geoscape to Battlescape and I get another error upon &#039;Quit to DOS&#039; [TFTD crashed at 0x1 with error 0xC0000005 trying to access 0x00000001] with &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; version of TFTD Extender or even Xusalik&#039;s TFTDloader. --[[User:Morgan525|Tycho]] 20:26, 26 January 2013 (EST). &lt;br /&gt;
&lt;br /&gt;
:::Note that disabling the debug code entirely is bad, because then the default Windows debugger takes over and that takes ages to load if it&#039;s not already in RAM (and of course that still gives you an error pop-up window)... You&#039;d want the Extender to still catch crashes, but then just exit cleanly if it detects one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 16:58, 29 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::::&#039;&#039;I put a new line under the [Loader] section call Debug Messages.  If =1, crashes are reported to the player. If =0, debugging still occurs but the player doesn&#039;t get any notifications.  This fixes both errors that occur with using the split executable when exiting from Geoscape and from the game.  In the case of the error on exiting geoscape, Geoscape.exe actually terminates but the extra code that bridges the split executables forces Battlescape to load so it appear seamless.  In other situations, I believe the game will break to the desktop or command prompt with no warning. - [[User:Morgan525|Tycho]] 23:36, 1 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Feedback =&lt;br /&gt;
&lt;br /&gt;
Please check the [[Known_Bugs_(TFTD)|TFTD Known Bugs]] or [[Known_Bugs|EU Known Bugs]](for bugs common to both games) and post bugs which are part of the original game in the appropriate section. Please post any general suggestions for the game here: [[Wish_List_(TFTD)]]. &lt;br /&gt;
*Any errors that are a result of the Extender should be posted here. &lt;br /&gt;
*Use this section for suggestions and feedback on options currently available in the Extender or to discuss projects in Extender that are under development.&lt;br /&gt;
&lt;br /&gt;
== alternate damage routines ==&lt;br /&gt;
:&#039;&#039;1)For AP the armor works as it does currently: The armor value is applied as is and damage that is lower than the value is ignored but a hit that penetrates does a little damage to the armor.  &lt;br /&gt;
:&#039;&#039;2)Laser(Gauss) and Plasma(Sonic) attacks have to burn through the armor: The current armor value in the location hit is doubled and then damage is subtracted from this value. The remaining armor value (if any) is halved and saved. For these attack types, armor is stronger but quickly is gone.  A soldier in power(ion) armor can take at least one seriously good hit from a heavy plasma(sonic) from the front without damage to the soldier. In testing, I&#039;ve had a lot of occasions were a soldier in coveralls was able to survive a hit from a plasma pistol, although be seriously wounded.  &#039;&#039;&lt;br /&gt;
:&#039;&#039;3)HE works just like laser and plasma. &#039;&#039;&lt;br /&gt;
:&#039;&#039;4)Stun damage depends on the weapons used: the stun rod works like an AP attack vs armor (normal game rules), but a stun bomb is applied against the modified armor value. &lt;br /&gt;
:&#039;&#039;5)IN still works the same. Fire damage is unchanged.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Know thy Enemy:  This will now affect the damage that is applied against the unit&#039;s health: &lt;br /&gt;
*&#039;&#039;Headshot: full damage&lt;br /&gt;
*&#039;&#039;Other: If autopsy on this unit type has been done: full damage. Otherwise half damage.&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
I had a further thought on this while trying to guess what your new pre-requisites are for the various armours. For now it&#039;s really cool to be guessing but once people have figured it out, well, it will be more logical but still will have &#039;replay fatigue&#039;. Would it be possible to randomise the pre-requisites for a lot of the key research topics, from out of a plausible list of items (or even randomise pre-requisite topics)? That would make every game fresh in terms of the research sequence, and make the research aspect of the game more challenging and less dry &amp;amp; predictable. As ever, just a suggestion. :) Cheers, [[User:Spike|Spike]] 16:01, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deep Colonies==&lt;br /&gt;
&lt;br /&gt;
I am thinking of including an option to set all colonies to be Very Deep.  Why would the aliens not do so? It would also delay the progress of the game in that the player would need the armor and subs necessary to get access to the appropriate commanders.&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=48279</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=48279"/>
		<updated>2013-08-24T15:47:55Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Bug Reports */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
&#039;&#039;&#039;A place to provide feedback or ask questions:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Thanks to Kyrub, Spike, and numerous others who help to troubleshoot problems, provide feedback on releases, and innumerable other activities to help make TFTDextender and the game better! -&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*The zip archive does not seem to include an .ini file. Where do I get the .ini file from? &lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;If the latest release is a patch, meaning there are no new additions to the INI file, only the patcher.dll file will be updated. In this way, those who already have the current release won&#039;t have their INI settings overwritten.  You will need to download the last full version, extract the files from it, and then extract file from the latest patch.  When I first release the Extender and lots of problems were being reported, I was releasing fixes almost on a weekly basis and so I still continue with this idea.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
===Major Bugs===&lt;br /&gt;
*Battlescape Crash when HWP present in non-Base Defense missions&lt;br /&gt;
&#039;&#039;An error in the code will cause the game to crash.  This will be fixed in the next release. For now, it can be avoided by copying the line for &#039;No Freebies for Tanks&#039; from the bugfix reference file into the [Bug Fix] section of the INI - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Battlescape Crash when alien (Old One) is in fire and &amp;quot;Fire Fix&amp;quot; bugfix is enabled.&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve got a savegame which makes TFTDextender chocke on the &amp;quot;Fire Fix&amp;quot; bugfix - basically, during a terror map (Fiji, iirc), there&#039;s a Deep One on the third level in the house. I&#039;ve just fired an incendiary round at it, and it&#039;s now standing in fire. I end the turn, and when all alien movement is done (presumably this is where the fire-check happens) the game crashes with the error message &amp;quot;TFTD crashed at 0x42E061 with error 0xC0000005 trying to access 0x0051C1C0&amp;quot;. Those addresses are the same each crash, so it&#039;s a consistent bug.&lt;br /&gt;
&lt;br /&gt;
:Disabling &amp;quot;Fire Fix&amp;quot; before starting TFTD and loading that savegame prevents the crash, and the Deep One dies.&lt;br /&gt;
&lt;br /&gt;
:System is Windows 7 64 bit (up to date with patches and service packs), running on the Steam version of TFTD (but not through steam, obviously).&lt;br /&gt;
&lt;br /&gt;
:I can provide the savegame (the entire GAME_8 folder as a zip) and the TFTDextender.ini in use, in the hopes this will aid in debugging. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Thanks MacGyver! It is nice when someone has troubleshot an issue to identify the cause.  Just based on your initial report, I found the problem: The TFTD base code differed slightly from EU.  I found the offending lines and modified them to fit the TFTD code. The problem was in the section to check if the unit catches fire. - [[User:Morgan525|Tycho]] 10:58, 2 May 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*(a)Lobstermen don&#039;t use their guns and (b)their melee attack is weak.&lt;br /&gt;
:&#039;&#039;The first part(a) is a problem in the fix for the code to determine a unit&#039;s abilities in the first step of the AI process. The latter problem (b) is a bug in the original program. If a unit has a ranged weapon, the damage is set to the value of the weapon&#039;s melee attack and not the strength of the lobsterman, as it is for all other units that have a natural melee attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Minor Bugs ===&lt;br /&gt;
* I&#039;ve got a feeling, though I can&#039;t check, that &amp;quot;Know Thy Enemy&amp;quot; currently doesn&#039;t register that autopsies have been performed - e.g. it shouldn&#039;t take 4 or 5 sonic-blasta shots to down a single Gill Man. When I disable &amp;quot;Know Thy Enemy&amp;quot;, the game becomes significantly easier, also in missions with creatures on which autopsies have been performed. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I found the problem and the code is working now.  It will be out in the next version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* For some reason, the loader (newest version) opens TWO windows at startup. One is titled &#039;X-COM Terror From the Deep Gold Edition&#039; and contains the game&#039;s video output, the other is titled &#039;Terror From The Deep.exe&#039; and is completely blank. Win7 auto-groups their buttons on the taskbar and closing either closes the other too. Is this normal behavior or am I missing something?--[[User:Amitakartok|amitakartok]] 11:47, 24 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Things that TFTDextender does not fix ==&lt;br /&gt;
&lt;br /&gt;
Just more or less as a note to the reader, TFTDextender does not fix some of the following things that are sometimes thought of as needing fixing (and this is probably deliberate?):&lt;br /&gt;
&lt;br /&gt;
* Does not fix the apparent swap of the ground map for the VERY SMALL Survey Ship (1 occupant) with the SMALL Escort (half-dozen or more occupants). So you get the VERY SMALL sub occupying about 25 squares of usable area on the Battlescape, and the supposedly larger SMALL sub occupying one square of usable area on the Battlescape, begging the question of how all those aliens got inside there in the first place. XcomUtil will fix this, as will the original patches that XcomUtil incorporates.&lt;br /&gt;
* Does not fix the incorrect pictures for the large USO in the interception window.  &lt;br /&gt;
:&#039;&#039;Both of the above issues have been corrected by Zombie, who swapped the USO map files and changed INTERCEPTION.DAT. You can get these updates from the StrategyCore file section.&#039;&#039;[http://www.strategycore.co.uk/files/x-com-terror-from-the-deep/patches/]&lt;br /&gt;
* Does not fix the Dart Gun to make it any less utterly useless. Though you can do this yourself via the OBDATA.DAT section of TFTDextender. (Suggestion: don&#039;t fix it. The useless Dart Gun is all part of the &amp;quot;oh no we&#039;re all gonna die&amp;quot; experience of the beginning of TFTD.)&lt;br /&gt;
* Does not improve the armour and effectiveness of the basic Aqua-Jet and Gas Cannon Coelecanths (it does upgrade the Coelecanth/Gauss). (Again, suggestion: this is a good thing - XCOM should start the game hopelessly outclassed, and scramble to catch up).&lt;br /&gt;
:&#039;&#039;The &#039;Ablative Armor&#039; mod improves the endurance of the Gas Cannon and Aqua-Jet Coelecanths.&#039;&#039;&lt;br /&gt;
* Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.&lt;br /&gt;
* Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.&lt;br /&gt;
&lt;br /&gt;
==FYI==&lt;br /&gt;
*The game crashes when I start mission against a sub: &amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
:It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|an already reported bug]]. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
*&#039;&#039;&#039;Trojan Horse?&#039;&#039;&#039; AVG Anti-Virus reports that TFTDExtender.exe contains a Trojan Horse (Generic30.MKG).&lt;br /&gt;
:AVG has been known to produce false positives before.  I use AV software on my machine and have checked this by uploading/downloading from a site with its own AV check. In some sense Extender acts like a trojan, in that, it overwrites code in memory, just not in a malicious way.&lt;br /&gt;
&lt;br /&gt;
=Resolved Reported Problems=&lt;br /&gt;
*&amp;lt;s&amp;gt;USOs not detected or Alien Missions not appearing with the Geoscape Clock mod enabled&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in version 1.07&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Changes to executable name under [loader] section of INI ignored by Extender &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with version 1.061&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Save Equipment not working&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Issues or &amp;quot;Weightless&amp;quot; Ammo Bug &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;All fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Items on transport floor lost on Abort&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Coelacanth/Gauss mutates into Coelacanth/G.C. after battle&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Cannot build Leviathan &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with 1.05p3.2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Mysterious artifacts recovered during aborted missions&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in the 1.05p3.1-&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Stunned MC&#039;d Aquanauts MIA on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2 -&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;s&amp;gt; Crewed Flying Sub Lost on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 105p4.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Materials deducted from wrong base &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; OBDATA changes in INI only working in Geoscape &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Displacer/Sonic damage incorrect&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Display in Inventory not Localised &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Grenade Resistance in INI file &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Manufacturing Projects Minimum Production&amp;lt;/s&amp;gt;&lt;br /&gt;
:In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
:Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to &#039;Indefinite&#039;, but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can&#039;t distinguish them on the Manufacturing display - both say &#039;unlimited&#039; quantity and &#039;indefinite&#039; period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Autosell should report &#039;unlimited $&#039; like the pic on the information page. I could change this to &#039;$unlimited$&#039; - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: I think that extra &#039;$&#039; would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to &#039;halting&#039; instead of &#039;indefinite&#039;? [[User:Spike|Spike]] 09:46, 5 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039; Changed the output to display &amp;quot;$unlimited$&amp;quot;.&#039;&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:&#039;&#039;&#039; Changed the output on duration to read &amp;quot;halting&amp;quot; when changing an order from unlimited to anything above zero.  The order will terminate after the next unit is produced. This will be in version 1.08&#039;&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
*TFTD Extender and XComUtil/Error Messages with Bomb Bloke&#039;s ComboMod&lt;br /&gt;
: Getting TFTDextender to work with XcomUtil has to be handled by XcomUtil: XcomUtil needs to know the filename for TFTDextender.&lt;br /&gt;
: I put together a patch for XcomUtil that adds the support, but this was close-ish to the time when TFTDextender was still named TFTDLoader. Which means you still have to rename the extender executable, but it&#039;s buried away [http://www.strategycore.co.uk/forums/topic/9751-ufo-tftd-combo-mod-beta/ here] if anyone wants to take a look. I may update it shortly and send it off to Blade again.&lt;br /&gt;
: For whatever reason, kryub&#039;s fix for the splitter code STILL doesn&#039;t prevent an error on exiting the geoscape to the battlescape, but &#039;&#039;only&#039;&#039; if using TFTDextender, and not if you&#039;re quitting the game completely. I&#039;ve been right through the ini and disabled everything I could find (cross checking against the ini ref file, but couldn&#039;t find a way to prevent this. Oddly enough it only seems to happen on my XP machine, not my Windows 7 laptop. The error is:&lt;br /&gt;
:&#039;&#039;&#039;TFTD crashed at 0x7C9102F6 with error 0xC0000005 trying to access 0x00000002&#039;&#039;&#039;&lt;br /&gt;
:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 20:04, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;After using your patch, I managed to get XComUtil to run with TFTD Extender. I&#039;m using Windows XP Home. I get the above error when the program swaps from Geoscape to Battlescape and I get another error upon &#039;Quit to DOS&#039; [TFTD crashed at 0x1 with error 0xC0000005 trying to access 0x00000001] with &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; version of TFTD Extender or even Xusalik&#039;s TFTDloader. --[[User:Morgan525|Tycho]] 20:26, 26 January 2013 (EST). &lt;br /&gt;
&lt;br /&gt;
:::Note that disabling the debug code entirely is bad, because then the default Windows debugger takes over and that takes ages to load if it&#039;s not already in RAM (and of course that still gives you an error pop-up window)... You&#039;d want the Extender to still catch crashes, but then just exit cleanly if it detects one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 16:58, 29 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::::&#039;&#039;I put a new line under the [Loader] section call Debug Messages.  If =1, crashes are reported to the player. If =0, debugging still occurs but the player doesn&#039;t get any notifications.  This fixes both errors that occur with using the split executable when exiting from Geoscape and from the game.  In the case of the error on exiting geoscape, Geoscape.exe actually terminates but the extra code that bridges the split executables forces Battlescape to load so it appear seamless.  In other situations, I believe the game will break to the desktop or command prompt with no warning. - [[User:Morgan525|Tycho]] 23:36, 1 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Feedback =&lt;br /&gt;
&lt;br /&gt;
Please check the [[Known_Bugs_(TFTD)|TFTD Known Bugs]] or [[Known_Bugs|EU Known Bugs]](for bugs common to both games) and post bugs which are part of the original game in the appropriate section. Please post any general suggestions for the game here: [[Wish_List_(TFTD)]]. &lt;br /&gt;
*Any errors that are a result of the Extender should be posted here. &lt;br /&gt;
*Use this section for suggestions and feedback on options currently available in the Extender or to discuss projects in Extender that are under development.&lt;br /&gt;
&lt;br /&gt;
== alternate damage routines ==&lt;br /&gt;
:&#039;&#039;1)For AP the armor works as it does currently: The armor value is applied as is and damage that is lower than the value is ignored but a hit that penetrates does a little damage to the armor.  &lt;br /&gt;
:&#039;&#039;2)Laser(Gauss) and Plasma(Sonic) attacks have to burn through the armor: The current armor value in the location hit is doubled and then damage is subtracted from this value. The remaining armor value (if any) is halved and saved. For these attack types, armor is stronger but quickly is gone.  A soldier in power(ion) armor can take at least one seriously good hit from a heavy plasma(sonic) from the front without damage to the soldier. In testing, I&#039;ve had a lot of occasions were a soldier in coveralls was able to survive a hit from a plasma pistol, although be seriously wounded.  &#039;&#039;&lt;br /&gt;
:&#039;&#039;3)HE works just like laser and plasma. &#039;&#039;&lt;br /&gt;
:&#039;&#039;4)Stun damage depends on the weapons used: the stun rod works like an AP attack vs armor (normal game rules), but a stun bomb is applied against the modified armor value. &lt;br /&gt;
:&#039;&#039;5)IN still works the same. Fire damage is unchanged.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Know thy Enemy:  This will now affect the damage that is applied against the unit&#039;s health: &lt;br /&gt;
*&#039;&#039;Headshot: full damage&lt;br /&gt;
*&#039;&#039;Other: If autopsy on this unit type has been done: full damage. Otherwise half damage.&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
I had a further thought on this while trying to guess what your new pre-requisites are for the various armours. For now it&#039;s really cool to be guessing but once people have figured it out, well, it will be more logical but still will have &#039;replay fatigue&#039;. Would it be possible to randomise the pre-requisites for a lot of the key research topics, from out of a plausible list of items (or even randomise pre-requisite topics)? That would make every game fresh in terms of the research sequence, and make the research aspect of the game more challenging and less dry &amp;amp; predictable. As ever, just a suggestion. :) Cheers, [[User:Spike|Spike]] 16:01, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deep Colonies==&lt;br /&gt;
&lt;br /&gt;
I am thinking of including an option to set all colonies to be Very Deep.  Why would the aliens not do so? It would also delay the progress of the game in that the player would need the armor and subs necessary to get access to the appropriate commanders.&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Gameplay_Mechanics_(EU2012)&amp;diff=48262</id>
		<title>Talk:Gameplay Mechanics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Gameplay_Mechanics_(EU2012)&amp;diff=48262"/>
		<updated>2013-08-22T16:15:44Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Homage to Dark Heresy? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Movement==&lt;br /&gt;
Not sure where to put this. Soldiers have 7 movement points. Moving from one square to an adjacent one costs 1 point, and moving diagonally costs 1.25 points. Skeleton and ghost armor both give +2 movement while the Support sprinter gives +3. [[User:Mavoc|Mavoc]] 02:35, 18 October 2012 (EDT)&lt;br /&gt;
:This is inaccurate from what I&#039;ve observed. On the games files soldiers have a movement factor of 27 and going diagonally costs 1.6 (the square root of 2). And to this I&#039;ve seen that in some maps you&#039;ll use more movement points to move from 1 square from the other since I&#039;ve seen the soldiers moving more in some maps. [[User:Hobbes|Hobbes]] 10:24, 18 October 2012 (EDT)&lt;br /&gt;
::I have never seen a map that had reduced movement. Assuming no obstacles, All my soldiers can always move 7 tiles (14 in a dash). Going on your numbers and assuming that the 27 is for a full dash, this would me 13.5 per action and at 1.6 per diagonal then that is 8.4 diagonal tiles per action which is just flat wrong. It is possible that difficulty affects mobility values, I have beat easy and am now doing normal and so far both of those match the numbers I have found. And before I get crap for doing easy then normal, I used easy to make all the stupid decisions and form a strat, normal is my playthough in perfecting that strat, and classic ironman and impossible ironman will be my runs of putting that strat to the test. [[User:Mavoc|Mavoc]] 01:37, 22 October 2012 (EDT)&lt;br /&gt;
:::I&#039;m using Normal to make all the stupid decisions before I play Classic ;) I don&#039;t think difficulty (or rank) affects movement - I&#039;ve already discussed this on the 2K Forums two weeks ago [http://forums.2kgames.com/showthread.php?143071-Moving-Units]&lt;br /&gt;
:::The actual movement stat for soldiers is 12 (27 is for sight, my mistake). The issue is how much movement points it costs to move 1 tile (or 1 space in the game, as show by the grid). With a value of 12 and with a standard 7 tile move on each action it costs 1.6 movement points per tile, with diagonal moves it&#039;s a matter of calculating the side of the triangle using the 1.6 value.&lt;br /&gt;
:::Now what I&#039;ve noticed (I think) is that in some very specific maps your soldier&#039;s movement range appears limited to me. I haven&#039;t had time to check it carefully (so I may be wrong) but in the original game some tiles cost you more TUs to move than others, and it would make sense that some terrain can have a higher movement cost. Again, I&#039;ve been so much distracted by other things while playing but I&#039;ll keep an closer eye on this now to see if it works or not. [[User:Hobbes|Hobbes]] 07:43, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Morale ==&lt;br /&gt;
&lt;br /&gt;
Does the game distinguish panic (drop weapons and freeze or run away) from berserk (start shooting wildly) as the 1993 game does? If so, the wording in the Morale section should be clarified a little. [[User:Spike|Spike]] 06:24, 19 October 2012 (EDT)&lt;br /&gt;
:Looks the same to me. Soldier panics, it can do a lot of bad things like shooting at aliens or even your teammates [[User:Hobbes|Hobbes]] 07:44, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
According to this community sound is just to help find hidden aliens faster and does not account for aliens finding the player &lt;br /&gt;
http://gaming.stackexchange.com/questions/96098/dashing-vs-non-dashing-and-stalking-in-general&lt;br /&gt;
Current information seems incorrect.&lt;br /&gt;
:That&#039;s their opinion but they offer no evidence whatsoever. What I&#039;ll say is that to me the best evidence for the aliens also hearing your noise is when there&#039;s no active aliens and you make an action that emits a sound (kicking doors, breaking windows, etc.) and right afterwards one of your soldiers also hears something back in reply. I&#039;ve also had plenty of situations where the aliens were waiting on overwatch right by the backdoor of the building that I was hoping to use to outflank them. [[User:Hobbes|Hobbes]] 15:55, 18 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Restructuring ==&lt;br /&gt;
Further to [[Talk:Defense (EU2012)|this conversation]], I wanna re-organise things a bit around this section.&lt;br /&gt;
&lt;br /&gt;
Putting aside the topics that should be moved off this main &amp;quot;gameplay mechanics&amp;quot; article to separate sub-pages (once someone gets around to writing up some expanded content for them), it strikes me that [[Attack_(EU2012)|attack]] and [[Defense_(EU2012)|defence]] would best be merged into one &amp;quot;chance to hit&amp;quot; article. They otherwise simply approach the same subject - whether a bullet will hit - from two different angles. I&#039;m planning to talk about critical hit chances on the same page.&lt;br /&gt;
&lt;br /&gt;
I also think that [[Flanking_(EU2012)|flanking]] would likewise best be merged into [[Cover_(EU2012)|cover]], because again, explaining how to &#039;&#039;be&#039;&#039; in cover can&#039;t really be done without explaining how &#039;&#039;not&#039;&#039; to be.&lt;br /&gt;
&lt;br /&gt;
[[Critical Wounds (EU2012)|Critical Wounds]] should indeed have it&#039;s own page, but I think the title is a little too ambiguous and close to &amp;quot;Critical Hits&amp;quot; for my liking. I&#039;m thinking perhaps a re-name to &amp;quot;Wounded Units&amp;quot;, which could cover not only unit stabilisation and death, but penalties for taking damage and talk about after-battle recovery time.&lt;br /&gt;
&lt;br /&gt;
Any thoughts for/against?&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:16, 27 January 2013 (EST)&lt;br /&gt;
:I vote &#039;aye&#039;. Your ideas sound good (and I was kinda hoping one of the &#039;testing&#039; contributors would pick this topic). I also think Scouting name should be dropped it should be more about Line of Sight. :) ;) [[User:Hobbes|Hobbes]] 07:06, 27 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think an article talking about scouting tactics might have a place here, but indeed, it doesn&#039;t really work as a &amp;quot;game mechanic&amp;quot; (... the first thing you learn when sending anyone ahead of the group is &amp;quot;don&#039;t do that&amp;quot;, but even THAT merits mention...). Or maybe it could fit in with something about the alien &amp;quot;activation&amp;quot; system. Dunno.&lt;br /&gt;
&lt;br /&gt;
::Line of sight is tricky. Difficult enough to work out intended behaviour, in that there&#039;s plenty of buggy shots, and plenty of &amp;quot;weird&amp;quot; looking shots that are still probably working within the parameters of what the devs were aiming for. I suspect something akin to the odd [[LOFTEMPS.DAT#Diagonal_Processing|diagonal LOF issues in the original]] might&#039;ve crept in (in fact, there are enough silly, obvious bugs that &#039;&#039;happen&#039;&#039; to be in the first game that I have to wonder how many of them aren&#039;t on purpose).&lt;br /&gt;
&lt;br /&gt;
::In any case, an article on that would certainly be good to have, though it&#039;d probably take a fair bit of effort to get it accurate. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 08:27, 27 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Homage to Dark Heresy? ==&lt;br /&gt;
&lt;br /&gt;
The combat system used for this game heavily reminds me of the one in the &#039;&#039;Dark Heresy&#039;&#039; tabletop RPG (of Warhammer 40K fame). In that one, actions are divided between:&lt;br /&gt;
* Full Actions that consume the whole turn, no questions asked and no exceptions made. XCOM example: Heavy&#039;s rocket.&lt;br /&gt;
* Half Actions, of which two can be done in one turn but they must be different, unlike XCOM where short-range movement is always repeatable. Unlike XCOM, there is no Half Action that immediately ends a turn no matter when it&#039;s used so it is allowed to fire THEN move but it is not allowed to attack twice in a row.&lt;br /&gt;
* Reaction Actions, of which one can normally be done per turn, mostly involving actions that react to enemy ones: dodging, parrying, counterattacking, etc. Some supplements give options for reacting multiple times or moving somewhere else out of turn.&lt;br /&gt;
I wonder, was it an intentional homage or a complete coincidence that XCOM&#039;s devs used the almost exactly same system? Maybe they chose it consciously due to how easy it is to memorize?--[[User:Amitakartok|amitakartok]] 12:15, 22 August 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=47727</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=47727"/>
		<updated>2013-08-02T18:20:10Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change or addition to something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
I was playing the game normally, started up a new game and, sometime after building a couple of base facilities and more stuff.&lt;br /&gt;
Then this happened. So, yeah. Geoscape pretty much got KIA. --[[User:SuggestedBowl|SuggestedBowl]] 01:25, 26 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:whathappenedtogeoscape.png|300px]]&lt;br /&gt;
&lt;br /&gt;
EDIT: After closing, &amp;quot;XCOM crashed at 0x76F25F29 with error 0xC0000005 trying to access 0x0564FACA&amp;quot;. I left it on while posting... Restarting the game completely and reloading the save fixed it, though.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Clip cursor behavior:I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet. Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
::In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
::I observed that the battlescape can completely lose mouse clipping for that session if the game window loses focus due to things like an overzealous ESET firewall&#039;s always-on-top window asking every fucking hour whether Adobe Flash Player&#039;s updater is allowed internet access. The game automatically regains clipping at the start of the next battlescape session but it&#039;s still very annoying.--[[User:Amitakartok|amitakartok]] 17:18, 16 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;With Tarvis&#039; addtions, this should be fixed in a new version. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;br /&gt;
:Not long after writing the above, I had a tank panic (not berserk)... and the game didn&#039;t crash. Weird.--[[User:Amitakartok|amitakartok]] 19:59, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Known_Bugs#Berserk_HWP_crashes_the_game]]. I may have a fix for this: change the code to prevent the Berzerk option from being assigned to units with a turret weapon (Probably a little more relevant to TFTD). - [[User:Morgan525|Tycho]] 23:02, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know about the bug; the problem here is that this site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are robotic (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
* Nowhere does the Improved Laser Tank&#039;s readme description states that the tank&#039;s cannon has to be manufactured separately. Also, doesn&#039;t really make sense: the same weapon can pierce UFO hulls when mounted on aircraft but cannot when mounted on a tank? I know the aircraft is bigger but I don&#039;t think it has a bigger power source; it&#039;d be too heavy.&lt;br /&gt;
&#039;&#039;Here is my reasoning: Since you can&#039;t manufacture a tank until after you research the corresponding craft weapon, it seems logical that the weapons are the same.  You didn&#039;t normally see this because the Gallops choose to keep manufacturing requirements to only alloy/elerium/ufo parts so usually the weapon is included in the manufacturing costs. I thought it interesting to show it overtly.&#039;&#039;&lt;br /&gt;
:&#039;&#039;After reviewing, I realized that I also should have altered the time and cost for the tank to compensate for the need to make the laser cannon first, so it is simpler to keep the manufacturing requirements as per the original.-[[User:Morgan525|Tycho]] 21:10, 22 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either.  Also, the same thing applies to XComUtil&#039;s heavy laser mod, and no one seemed have a problem with it so I followed the same idea.  If you want a larger inconsistancy, the Craft Laser Cannon flavor text mentions that it runs on an antimatter reactor but E-115, Alloys, nor UFO Power Source are prerequisites for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame could throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=Suggestions=&lt;br /&gt;
&lt;br /&gt;
* An INI option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable. --[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
*Editable starting soldiers attributes. &lt;br /&gt;
*Editable HWP stats of chassis and their weapons.&lt;br /&gt;
*Editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*Editable fatal wound system.&lt;br /&gt;
*A critical hit chance system.&lt;br /&gt;
*Option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
:&#039;&#039;If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How about an option for creating and using a custom research tree? Like adding and changing prerequisites as specified by the player in the INI.--[[User:Amitakartok|amitakartok]] 17:22, 12 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Trigger Discipline: soldiers (and aliens under X-COM mind control) do not reaction-fire at unarmed targets. Psionic aliens and terrorists are considered armed at all times; soldiers under alien mind control are only considered a threat if they have a LOADED weapon (laser or a weapon AND ammo; smoke grenade/small launcher/stun rod doesn&#039;t count as weapon). This eliminates psi-induced friendly fire incidents but also removes the possibility of reactions training.&lt;br /&gt;
* Beware the Ethereal: Ethereal Commanders gain maxed-out Psi Strength and Psi Skill. Lower-ranked Ethereals also gain increases to these stats.&lt;br /&gt;
* Exponential Psi: mind-controlled soldiers can use psi-amps. If set to 1, only panic attacks are launched. If set to 2, mind-control is also permitted.&lt;br /&gt;
* Join Us: all psionic aliens deliberately target amp-wielders before everyone else. Combine with Exponential Psi and Beware the Ethereal for maximum effect... and prepare to sweat blood.&lt;br /&gt;
* Human Shields: psionic aliens deliberately mind-control civilians on terror missions to use them as scouts/cannon fodder. If killed, mind-controlled civvies count against the mission score. If the Tactical AI mod is active, mind-controlled civvies pick up weapons as well. If Trigger Discipline is active, soldiers will not reaction-fire on civvies under any circumstances, even if being shot at by them.&lt;br /&gt;
* Battle Royale: on terror missions, a random number of civilians spawn with Pistols. Optionally, the Tactical AI mod makes them pick up dropped weapons and use them. Thing is, they shoot at not just the aliens but X-COM too!&lt;br /&gt;
* Field Commander: alien commanders can only be found on Battleships. Bases only have leaders.&lt;br /&gt;
* Conservation of Energy: plasma cannons of both flavors (craft and HWP) consume Elerium as ammunition. The first full reload is included in the construction cost, further reloads are deducted from base stores after each deployment (similarly to ammo-using craft and HWP weapons). Makes the game &#039;&#039;significantly&#039;&#039; harder.&lt;br /&gt;
* Elerium Recycling: selling plasma weapon clips won&#039;t turn in any money but returns some of the Elerium used for production. Elerium is more plentiful as a result but an important source of funding is removed, making the early game a bit harder. Additionally, you never get back all of the Elerium used in production, making it inefficient to recycle your own clips.&lt;br /&gt;
* Volatile Elerium: plasma weapons can be set to self-destruct as makeshift explosives. The blast force depends on how many times the current clip was fired; if the clip is empty, the weapon item is removed and the tile merely set ablaze for a few turns... but if it&#039;s a full Heavy Plasma clip, it goes off with the force of a blaster bomb.&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 14:15, 2 August 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=47726</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=47726"/>
		<updated>2013-08-02T18:15:51Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change or addition to something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
I was playing the game normally, started up a new game and, sometime after building a couple of base facilities and more stuff.&lt;br /&gt;
Then this happened. So, yeah. Geoscape pretty much got KIA. --[[User:SuggestedBowl|SuggestedBowl]] 01:25, 26 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:whathappenedtogeoscape.png|300px]]&lt;br /&gt;
&lt;br /&gt;
EDIT: After closing, &amp;quot;XCOM crashed at 0x76F25F29 with error 0xC0000005 trying to access 0x0564FACA&amp;quot;. I left it on while posting... Restarting the game completely and reloading the save fixed it, though.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Clip cursor behavior:I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet. Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
::In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
::I observed that the battlescape can completely lose mouse clipping for that session if the game window loses focus due to things like an overzealous ESET firewall&#039;s always-on-top window asking every fucking hour whether Adobe Flash Player&#039;s updater is allowed internet access. The game automatically regains clipping at the start of the next battlescape session but it&#039;s still very annoying.--[[User:Amitakartok|amitakartok]] 17:18, 16 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;With Tarvis&#039; addtions, this should be fixed in a new version. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;br /&gt;
:Not long after writing the above, I had a tank panic (not berserk)... and the game didn&#039;t crash. Weird.--[[User:Amitakartok|amitakartok]] 19:59, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Known_Bugs#Berserk_HWP_crashes_the_game]]. I may have a fix for this: change the code to prevent the Berzerk option from being assigned to units with a turret weapon (Probably a little more relevant to TFTD). - [[User:Morgan525|Tycho]] 23:02, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know about the bug; the problem here is that this site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are robotic (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
* Nowhere does the Improved Laser Tank&#039;s readme description states that the tank&#039;s cannon has to be manufactured separately. Also, doesn&#039;t really make sense: the same weapon can pierce UFO hulls when mounted on aircraft but cannot when mounted on a tank? I know the aircraft is bigger but I don&#039;t think it has a bigger power source; it&#039;d be too heavy.&lt;br /&gt;
&#039;&#039;Here is my reasoning: Since you can&#039;t manufacture a tank until after you research the corresponding craft weapon, it seems logical that the weapons are the same.  You didn&#039;t normally see this because the Gallops choose to keep manufacturing requirements to only alloy/elerium/ufo parts so usually the weapon is included in the manufacturing costs. I thought it interesting to show it overtly.&#039;&#039;&lt;br /&gt;
:&#039;&#039;After reviewing, I realized that I also should have altered the time and cost for the tank to compensate for the need to make the laser cannon first, so it is simpler to keep the manufacturing requirements as per the original.-[[User:Morgan525|Tycho]] 21:10, 22 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either.  Also, the same thing applies to XComUtil&#039;s heavy laser mod, and no one seemed have a problem with it so I followed the same idea.  If you want a larger inconsistancy, the Craft Laser Cannon flavor text mentions that it runs on an antimatter reactor but E-115, Alloys, nor UFO Power Source are prerequisites for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame could throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=Suggestions=&lt;br /&gt;
&lt;br /&gt;
* An INI option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable. --[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
*Editable starting soldiers attributes. &lt;br /&gt;
*Editable HWP stats of chassis and their weapons.&lt;br /&gt;
*Editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*Editable fatal wound system.&lt;br /&gt;
*A critical hit chance system.&lt;br /&gt;
*Option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
:&#039;&#039;If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How about an option for creating and using a custom research tree? Like adding and changing prerequisites as specified by the player in the INI.--[[User:Amitakartok|amitakartok]] 17:22, 12 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Trigger Discipline: soldiers (and aliens under X-COM mind control) do not reaction-fire at unarmed targets. Psionic aliens and terrorists are considered armed at all times; soldiers under alien mind control are only considered a threat if they have a LOADED weapon (laser or a weapon AND ammo; smoke grenade/small launcher/stun rod doesn&#039;t count as weapon). This eliminates psi-induced friendly fire incidents but also removes the possibility of reactions training.&lt;br /&gt;
* Beware the Ethereal: Ethereal Commanders gain maxed-out Psi Strength and Psi Skill. Lower-ranked Ethereals also gain increases to these stats.&lt;br /&gt;
* Exponential Psi: mind-controlled soldiers can use psi-amps. If set to 1, only panic attacks are launched. If set to 2, mind-control is also permitted.&lt;br /&gt;
* Join Us: all psionic aliens deliberately target amp-wielders before everyone else. Combine with Exponential Psi and Beware the Ethereal for maximum effect... and prepare to sweat blood.&lt;br /&gt;
* Human Shields: psionic aliens deliberately mind-control civilians on terror missions to use them as scouts/cannon fodder. If killed, mind-controlled civvies count against the mission score. If the Tactical AI mod is active, mind-controlled civvies pick up weapons as well. If Trigger Discipline is active, soldiers will not reaction-fire on civvies under any circumstances, even if being shot at.&lt;br /&gt;
* Field Commander: alien commanders can only be found on Battleships. Bases only have leaders.&lt;br /&gt;
* Conservation of Energy: plasma cannons of both flavors (craft and HWP) consume Elerium as ammunition. The first full reload is included in the construction cost, further reloads are deducted from base stores after each deployment (similarly to ammo-using craft and HWP weapons). Makes the game &#039;&#039;significantly&#039;&#039; harder.&lt;br /&gt;
* Elerium Recycling: selling plasma weapon clips won&#039;t turn in any money but returns some of the Elerium used for production. Elerium is more plentiful as a result but an important source of funding is removed, making the early game a bit harder. Additionally, you never get back all of the Elerium used in production, making it inefficient to recycle your own clips.&lt;br /&gt;
* Volatile Elerium: plasma weapons can be set to self-destruct as makeshift explosives. The blast force depends on how many times the current clip was fired; if the clip is empty, the weapon item is removed and the tile merely set ablaze for a few turns... but if it&#039;s a full Heavy Plasma clip, it goes off with the force of a blaster bomb.&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 14:15, 2 August 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:RESEARCH.DAT&amp;diff=47725</id>
		<title>Talk:RESEARCH.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:RESEARCH.DAT&amp;diff=47725"/>
		<updated>2013-08-02T15:27:12Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone has information about byte 05 please share it! [[User:Radar99|Radar99]] 12:58, 29 December 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
I&#039;m showing all 00&#039;s on a new game. could this be the number of times that live alien was researched?  --[[User:BladeFireLight|BladeFireLight]] 02:15, 19 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Can this file be used to modify research prerequisites?--[[User:Amitakartok|amitakartok]] 11:27, 2 August 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=46539</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=46539"/>
		<updated>2013-06-12T21:22:27Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change or addition to something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
I was playing the game normally, started up a new game and, sometime after building a couple of base facilities and more stuff.&lt;br /&gt;
Then this happened. So, yeah. Geoscape pretty much got KIA. --[[User:SuggestedBowl|SuggestedBowl]] 01:25, 26 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:whathappenedtogeoscape.png|300px]]&lt;br /&gt;
&lt;br /&gt;
EDIT: After closing, &amp;quot;XCOM crashed at 0x76F25F29 with error 0xC0000005 trying to access 0x0564FACA&amp;quot;. I left it on while posting... Restarting the game completely and reloading the save fixed it, though.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Clip cursor behavior:I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet. Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
::In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
::I observed that the battlescape can completely lose mouse clipping for that session if the game window loses focus due to things like an overzealous ESET firewall&#039;s always-on-top window asking every fucking hour whether Adobe Flash Player&#039;s updater is allowed internet access. The game automatically regains clipping at the start of the next battlescape session but it&#039;s still very annoying.--[[User:Amitakartok|amitakartok]] 17:18, 16 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;With Tarvis&#039; addtions, this should be fixed in a new version. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;br /&gt;
:Not long after writing the above, I had a tank panic (not berserk)... and the game didn&#039;t crash. Weird.--[[User:Amitakartok|amitakartok]] 19:59, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Known_Bugs#Berserk_HWP_crashes_the_game]]. I may have a fix for this: change the code to prevent the Berzerk option from being assigned to units with a turret weapon (Probably a little more relevant to TFTD). - [[User:Morgan525|Tycho]] 23:02, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know about the bug; the problem here is that this site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are robotic (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
* Nowhere does the Improved Laser Tank&#039;s readme description states that the tank&#039;s cannon has to be manufactured separately. Also, doesn&#039;t really make sense: the same weapon can pierce UFO hulls when mounted on aircraft but cannot when mounted on a tank? I know the aircraft is bigger but I don&#039;t think it has a bigger power source; it&#039;d be too heavy.&lt;br /&gt;
&#039;&#039;Here is my reasoning: Since you can&#039;t manufacture a tank until after you research the corresponding craft weapon, it seems logical that the weapons are the same.  You didn&#039;t normally see this because the Gallops choose to keep manufacturing requirements to only alloy/elerium/ufo parts so usually the weapon is included in the manufacturing costs. I thought it interesting to show it overtly.&#039;&#039;&lt;br /&gt;
:&#039;&#039;After reviewing, I realized that I also should have altered the time and cost for the tank to compensate for the need to make the laser cannon first, so it is simpler to keep the manufacturing requirements as per the original.-[[User:Morgan525|Tycho]] 21:10, 22 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame would be the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either.  Also, the same thing applies to XComUtil&#039;s heavy laser mod, and no one seemed have a problem with it so I followed the same idea.  If you want a larger inconsistancy, the Craft Laser Cannon flavor text mentions that it runs on an antimatter reactor but E-115, Alloys, nor UFO Power Source are prerequisites for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame could throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs and troops in smoke are dealt stun damage for the end of your turn, and then stun damage is applied again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=Suggestions=&lt;br /&gt;
&lt;br /&gt;
* An INI option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable. --[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
*Editable starting soldiers attributes. &lt;br /&gt;
*Editable HWP stats of chassis and their weapons.&lt;br /&gt;
*Editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*Editable fatal wound system.&lt;br /&gt;
*A critical hit chance system.&lt;br /&gt;
*Option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
:&#039;&#039;If it&#039;s just about the speed of death screams from unseen units, I could write a time delay to occur after a death scream on the alien turn.  This wouldn&#039;t affect the alien turn routine per se but would give some distinction between each yell. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How about an option for creating and using a custom research tree? Like adding and changing prerequisites as specified by the player in the INI.--[[User:Amitakartok|amitakartok]] 17:22, 12 June 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45343</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45343"/>
		<updated>2013-03-25T22:08:59Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change or addition to something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*Initial alien bases bug: I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Clip cursor behavior:I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet. Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
::In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
:&#039;&#039;&#039;v1.30 implements the clip cursor on all screens in Full Screen mode.  For Windowed mode, cursor clipping is implemented once a game starts, at the earliest, or whenever the battlescape starts, depending on the option selected, by design. It is still possible to break the cursor clipping, if one intentionally tries. -[[User:Morgan525|Tycho]] 00:25, 23 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::I observed that the battlescape can completely lose mouse clipping for that session if the game window loses focus due to things like an overzealous ESET firewall&#039;s always-on-top window asking every fucking hour whether Adobe Flash Player&#039;s updater is allowed internet access. The game automatically regains clipping at the start of the next battlescape session but it&#039;s still very annoying.--[[User:Amitakartok|amitakartok]] 17:18, 16 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;With Tarvis&#039; addtions, this should be fixed in a new version. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;br /&gt;
:Not long after writing the above, I had a tank panic (not berserk)... and the game didn&#039;t crash. Weird.--[[User:Amitakartok|amitakartok]] 19:59, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Known_Bugs#Berserk_HWP_crashes_the_game]]. I may have a fix for this: change the code to prevent the Berzerk option from being assigned to units with a turret weapon (Probably a little more relevant to TFTD). - [[User:Morgan525|Tycho]] 23:02, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know about the bug; the problem here is that this site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are robotic (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
* Nowhere does the Improved Laser Tank&#039;s readme description states that the tank&#039;s cannon has to be manufactured separately. Also, doesn&#039;t really make sense: the same weapon can pierce UFO hulls when mounted on aircraft but cannot when mounted on a tank? I know the aircraft is bigger but I don&#039;t think it has a bigger power source; it&#039;d be too heavy.&lt;br /&gt;
&#039;&#039;&amp;lt;s&amp;gt;In the Battlescape, if a HE pack can&#039;t breach a UFO hull, how does the Stingray/Avalanche?  The missiles wouldn&#039;t have a subtantially larger explosive charge in them than a HE pack (if not a smaller charge)&amp;lt;/s&amp;gt;. I think this is the #1 inconsistancy in XCOM. The Gallops spent a lot longer tweaking the Battlescape (for which they had all the experience and code from the Rebelstar games to utilize) than they did for the Geoscape, which was pretty much thrown together at the demand of Microprose/Spectrum Holobyte so in comparing weapons between Geoscape and Battlescape, I&#039;m inclined to view the ones in the Battlescape as the rule and consider the aircraft weapons to have some quasi-mystical damage increase that allows XCOM to shoot down UFOs (which provides the answer to another mystery of XCOM: why is the first human-made plasma weapon so superior to the alien&#039;s?).&lt;br /&gt;
:&#039;&#039;As for the tank weapons, since you can&#039;t manufacture it until after you research the corresponding craft weapon, it seems logical that the weapons are the same.  You didn&#039;t normally see this because the Gallops choose to keep manufacturing requirements to only alloy/elerium/ufo parts so usually the weapon is included in the manufacturing costs. I thought it interesting to show it overtly.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::Uh, Tycho, you may want to read up on the warhead weight of some common air-to-air missiles. Many of the larger ones are to heavy to carry, let alone throw around like the HE pack can be. [[User:AMX|AMX]] 05:21, 18 March 2013 (EDT)&lt;br /&gt;
::&#039;&#039;Your right. I think I was remembering their weights in kg but thinking it was pounds.&#039;&#039;&lt;br /&gt;
::&#039;&#039;@Amitakartok: after reviewing, I realized that one would need to alter the time and cost for the tank to compensate for the need to make the laser cannon first.  It is simpler to keep the manufacturing requirements as per the original.-[[User:Morgan525|Tycho]] 21:10, 22 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame is the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either.  Also, the same thing applies to XComUtil&#039;s heavy laser mod, and no one seemed have a problem with it so I followed the same idea.  If you want a larger inconsistancy, the Craft Laser Cannon flavor text mentions that it runs on an antimatter reactor but E-115, Alloys, nor UFO Power Source are prerequisites for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;In regards to health and accuracy, they follow the same rules as other units. Damage to the frame could throw off targeting parameters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;s&amp;gt;hmm..I&#039;ve tested this with most options turned on but none of my guys take any stun from the smoke bomb explosion, even if I set it off in the Skyranger. Are these Armored or unarmored troopers?&amp;lt;/s&amp;gt;. I think I understand what is happening: If your not playing with the &#039;hot grenade&#039; mod but are using &#039;Funky Fire&#039;, the explosion occurs at the end of your turn, troops in smoke are dealt stun damage for the end of your turn, and then stun damage again at the end of the alien turn.-[[User:Morgan525|Tycho]] 11:58, 21 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=Suggestions=&lt;br /&gt;
&lt;br /&gt;
* An INI option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable. --[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
*Turning off the aura of light around soldiers during night missions, making the player see about as much as the soldiers do.&lt;br /&gt;
*Editable starting soldiers attributes. &lt;br /&gt;
*Editable HWP stats of chassis and their weapons.&lt;br /&gt;
*Editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*Editable fatal wound system.&lt;br /&gt;
*A critical hit chance system.&lt;br /&gt;
*Option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Thanks for the suggestions. Most of these suggestion essentially are to incorporate mods that allow players to edit the various databases (like Seb did for OBDATA). This can be done but would require a lot of coding and since OpenXcom is nearly complete and seems to allow this level of control (and more!) over the game, I don&#039;t feel it&#039;s necessary to reinvent that wheel. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest right now: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
:&#039;&#039;If it&#039;s just the time for units dying is too fast, I could write a time delay to occur after a unit&#039;s death scream on the alien turn.  This wouldn&#039;t affect the alien turn code but rather the code that handles a unit taking damage and being killed. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Wish_List_(EU)&amp;diff=45269</id>
		<title>Wish List (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Wish_List_(EU)&amp;diff=45269"/>
		<updated>2013-03-21T17:50:11Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Night Vision */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-Com is a great game and as evidence just look to the fact this wiki exists even though the game pre-dates the internet. In all it&#039;s greatness X-Com has some elements and behaviors players wish they could change. This is a repository of those desires. Some day a fan mod may make your wish come true...&lt;br /&gt;
&lt;br /&gt;
= I Wish... =&lt;br /&gt;
State what you want AND what X-com does normally. Sign your name if you think &amp;quot;Oh man! That would be great!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Geoscape and Strategic ==&lt;br /&gt;
&lt;br /&gt;
=== Geoscape Location ===&lt;br /&gt;
&lt;br /&gt;
* X-Com bases only being able to be built within the borders of the Funding Nations. [[User:Amitakartok|amitakartok]]&lt;br /&gt;
&lt;br /&gt;
=== Aircraft ===&lt;br /&gt;
&lt;br /&gt;
==== Smarter Aircraft Movement Around Globe ====&lt;br /&gt;
I wish all craft understood the shortest distance between two points on a globe is a curved path towards the poles. Normally a craft goes in the opposite direction than it should (towards the equator). Pain in the ass when the base in the UK sends a craft to Siberia.&lt;br /&gt;
--[[User:Brunpal|Brunpal]]&lt;br /&gt;
&lt;br /&gt;
==== Smart Interception ====&lt;br /&gt;
&lt;br /&gt;
Aircraft intercepting a UFO just head straight toward the UFOs current position at all times. Unless the UFO is already on a head-on course, this results in the interceptor travelling through a closing parabolic spiral path, and often missing the UFO and ending up in a tail-chase, and then just falling further behind unless the UFO stops or reverses course. This is pretty basic stuff, fighter pilots have known how to do this better for nearly a hundred years. It is particularly important if the aircraft you are trying to intercept is moving faster than you (eg if you are flying an Interceptor). &lt;br /&gt;
&lt;br /&gt;
What is needed is to plot the UFO&#039;s current course and speed (which X-Com has from radar data), and plot an intercept course. The maths for this is pretty easy (the intersection of 2 vectors) and can be implemented in a few lines of code, if we can find out where the current interception algorithm is, and patch it. &lt;br /&gt;
&lt;br /&gt;
Actually the radar bearing shown on screen is only accurate to within 45 degrees. I presume that X-Com does actually know the UFO&#039;s bearing, since it can clearly track the UFO&#039;s movements. Finding where that variable is located might be different. &lt;br /&gt;
&lt;br /&gt;
While we&#039;re at it, it would be nice if the UFO detection information displayed the actual bearing in degrees, rather than just the compass direction (North East, South, etc). &lt;br /&gt;
&lt;br /&gt;
Even if the improved intercept algorithm only used a bearing accurate to within 45 degrees, that would still be better for remote UFOs. You might need to switch to &amp;quot;head straight for it&amp;quot; once you get to very close range. [[User:Spike|Spike]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== All Aircraft Weapons Useful ====&lt;br /&gt;
&lt;br /&gt;
In a balanced game, all weapons should have their uses, or at least a niche, but sadly this is not so:&lt;br /&gt;
&lt;br /&gt;
The Cannon is only useful for shooting down Small Scouts, and even that is practically impossible, due to the difficulty in closing to 10km range with any UFO, particularly the fast-accelerating Small Scout. The fact that its ammo takes 96 hours to arrive, when all other craft ammo types only take 48 hours, is a bizarre anomaly making the Cannon marginally even less useful - particularly since the time you would use it most is at the beginning of the game, when you do not have enough ammunition even to deploy the Cannon you already given. &lt;br /&gt;
&lt;br /&gt;
The Stingray is only really useful for forcing down Small Scouts (it usually avoids destroying them) and otherwise the Avalanche is better in every meaningful way. The Stingray also takes twice as long to rearm for some odd reason, making it operationally much worse than the Avalanche.&lt;br /&gt;
&lt;br /&gt;
The (unmodified) Laser Cannon is inferior to the Avalanche for more or less everything, apart from running cost. It does have a higher payload but this is hardly relevant (except perhaps in allowing the aircraft to remain on station longer, performing multiple engagements before entering the time-consuming refuel/re-arm cycle). If attacking a UFO that you would struggle to kill with Avalanches, you are unlikely to own an aircraft that would survive long enough to inflict more damage than an Avalanche when mounting Laser Cannon instead. &lt;br /&gt;
&lt;br /&gt;
The Fusion Ball Launcher has a [[Talk:Craft_Armaments#Fusion_Balls_better_than_Plasma_Beams.3F|possible niche]] in fighting Battleships when mounted on Interceptors. Even then, it is difficult and expensive to have aircraft configured to fight only one enemy. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the optimum path for craft weapon development is all-Avalanche followed by all-Plasma Beam. This is a shame. &lt;br /&gt;
&lt;br /&gt;
Suggestions to &#039;tune up&#039; the other weapons (see link below for latest suggestions/detail):&lt;br /&gt;
&lt;br /&gt;
*Cannon - Increase the damage to 15 and 50% hit. So at least there is a pay-off if you manage to get in close. &lt;br /&gt;
*Stingray - Raise Stingray accuracy to 80% but drop Avalanche to 60%. Double the rearm rate so it can be reloaded as fast as an Avalanche launcher.&lt;br /&gt;
*Laser Cannon - increase accuracy to 50% and damage to 100. &lt;br /&gt;
*FBL - increase the ammo from 2 to 3. &lt;br /&gt;
&lt;br /&gt;
It might be worth considering &#039;tune down&#039; the Plasma Beam as well, particularly its stand-off range. It seems odd that humans copy alien plasma weapons and right away improve the range. It would be reasonable if the human plasma cannon had shorter range than the UFO plasma cannons, and more consistent with the ranges of other cannon weapons. (One could ask how X-Com even developed a targeting system that is accurate for direct fire at or beyond the extreme range of self-homing missiles - even if the plasma cannon itself is that accurate, how do you exploit that accuracy by aiming it?).&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 04:02, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
An alternative to tweaking the stats, is to tweak the costs. Realistic costs such as $386K for an Avalanche and $125K for a Stingray will put some pressure to use weapons that are cheaper to operate. And XComUtil has an option that substantially increases the effective build costs of Plasma Beams, making them less optimal.&lt;br /&gt;
&lt;br /&gt;
See also: [[User:Spike#Balancing_Aircraft_Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Score for retaliation Battleships===&lt;br /&gt;
&lt;br /&gt;
When a Battleship on retaliation attacks your base and is shot down, you get no score for it. This is completely illogical and it discourages any use of base defences. You should get normal 700 (or even 1400) points for it.&lt;br /&gt;
--[[User:Kyrub|Kyrub]] 14:05, 30 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not sure about this. Yes it&#039;s illogical, but it could also be a licence to get a huge score if you have a strong enough base. [[User:Spike|Spike]] 12:16, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: The impenetrable base setup would turn into a cheat. As the aliens will keep hammering the base with a battleship until one breaks through, you&#039;ll have a steady supply of points without having to really do anything. Some balancing, such as paying to rearm your defence modules, ought to be thrown in to balance things out. -[[User:NKF|NKF]] 23:13, 13 September 2008 (PDT)&lt;br /&gt;
::: A better fix would be to remove the retaliation flag when a battleship is destroyed. If someone can post a savegame with a never-ending flow of base attacks, I may have a look at the fix. [[User:Seb76|Seb76]] 01:05, 15 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::: Ummm, it seems the best solution (I, for one, can&#039;t think of any better), but wouldn&#039;t it assume that only the BattleShip really locates the player&#039;s base? All those scouts for nothing? [Still the best solution, though] [[User:N|n]] 15:01, 16 August 2010 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs  ===&lt;br /&gt;
&lt;br /&gt;
==== The Problem ====&lt;br /&gt;
&lt;br /&gt;
So let me get this straight. The first hybrid airborne weapon that humans ever build, and it immediately outclasses every weapon the aliens ever built, including their Battleship weapon? After all the Aliens have only been building plasma weapons for a few million years, us humans have been doing it for &#039;&#039;months&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
More to the point, once you get Plasma Beams, downing UFOs is like shooting fish in a barrel. Even Battleships aren&#039;t that exciting if you show up with enough ships. &lt;br /&gt;
&lt;br /&gt;
What is needed is to push up the range, damage, and rate of fire of all the UFO weapons, particularly the UFOs you will be fighting by the time you have plasma beams. At a minimum, the weapon on a Battleship should be at least as powerful as, say, 2 Plasma Beams (as found on the XCom craft it is fighting)? Instead of slightly less than half as powerful? Compared to a single Plasma Beam, only the Battleship weapon has better range. It has double the accuracy, slightly higher damage, but half the fire rate. Net 5.7% more firepower than one Plasma Beam, but no match for 2. And the Battleship weapon of course is the most powerful in the alien arsenal. &lt;br /&gt;
&lt;br /&gt;
Possible tune ups for UFOs:&lt;br /&gt;
&lt;br /&gt;
*Battleship - increase to 255 weapon power, improve reload rate to 12 (from 24). Now roughly equivalent to 4 Plasma Beams in total firepower (on Beginner difficulty). Increase range to 69km, so that the Battleship commences fire as soon as an XCom craft begins its attack run. Or better, increase range to 70+km, the limit of the interception window, so that the Battleship starts firing immediately the XCom craft enters air combat range. This would disrupt XCom aircrafts&#039; ability to form up into a flight of 4, prior to commencing their attack. Overall, this would make it much harder to down Battleships. Increasing weapon range to 70+km would also make it much harder to tail a Battleship - manual control in the Geoscape would be needed to hold off outside of combat range. Really, the Battleship should not sit there like a sitting duck. Does it think XCom are friendly?&lt;br /&gt;
*Terror Ship - increase range to 52 (or decrease Plasma Beam range to 42), so stand-off kills are not possible with Plasma Beams?&lt;br /&gt;
*Actually maybe all the larger UFOs should have weapon range 69-70+km, so they behave very aggressively toward XCom craft. &lt;br /&gt;
&lt;br /&gt;
NB: Strange effects occur if weapon range goes over 70km so it&#039;s probably best to leave it at 70km rather than 75km.&lt;br /&gt;
&lt;br /&gt;
NB: Also, changes to rate of fire need to be looked at carefully though because Difficulty Level also reduces reload rate for UFOs. Between Beginner (Difficulty 0) and Superhuman (Difficulty 4), rate of fire (and thus firepower) for Battleships, Terror Ships and Supply Ships increases by 24/(24-4x2=16) or 50%. But if the base reload rate for these weapons was reduced to 12, the transition from Beginner to Advanced would increase firepower &#039;&#039;&#039;three&#039;&#039;&#039; times for these 3 UFOs (less so for the smaller UFOs). It is less risky to increase the weapon power. Unfortunately there are only 2 firepower variables to play with - damage and reload rate - so there are not a lot of options, especially for the Battleship which already has weapon strength 148 out of a probable maximum of 255.&lt;br /&gt;
&lt;br /&gt;
:More detail on this. For Medium Scout, Large Scout and Abductor, with nominal reload rate 48gs, the rate of fire improves +20% between Beginner and Superhuman. For Harvester (32gs) it improves one third. For Large UFOs (Terror Ship, Supply Ship, Battleship - 24gs) the improvement is +50%. [[User:Spike|Spike]] 20:28, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
I think we should assume that the Battleship, which is bigger than the entire XCom base, is engaging XCom craft with its secondary weapons rather than its main armament, which could probably destroy Manhattan with a glancing hit. &lt;br /&gt;
&lt;br /&gt;
I would really like to see the hypothetical Mega-Battleship go up against XCom&#039;s finest - a flight of 4 Avengers armed with dual Plasma Cannon or dual Fusion Ball Launchers. With the Battleship having 70+km range, 255 weapon power, and an effective fire rate on Superhuman triple that of the PB, it would have the firepower of 11 Plasma Beams - 36% more firepower than the whole attacking XCom force combined. To be honest I think that would be carnage, not sure XCom could win. So that would be tuning the Battleship up too much. The 3-fold increase in rate of fire when on Superhuman is just too much. Maybe just max out the damage to 255 and range to 75. This gives a 72% increase in firepower, and a challenging tactical problem for XCom (forming up and approaching under fire).&lt;br /&gt;
&lt;br /&gt;
The smaller UFOs can probably stay as they are. It is not until later in the game that XCom advances so that even large UFOs are easy pickings. What is the crossover point? Maybe the medium UFOs. So it might be good to reduce the reload times of the medium UFOs from 48 / 32 to 24, a good increase in firepower. &lt;br /&gt;
&lt;br /&gt;
In general I think all UFOs energy weapons should have at least as good range as the XCom energy weapons, even the Medium Scout. Again, they have been using these weapons for millions of years and we only just figured out how to copy them from the aliens, how could our weapons be better than the aliens? How did our first plasma weapon out-range and out-perform all but the hugest UFO plasma beam? And on an airframe the size of a Small Scout we mount &#039;&#039;two&#039;&#039; such weapons? On the battlefield we only are able to replicate alien weapons;  how is it that in the air we are able to improve on them &#039;&#039;masssively&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
Perhaps there should never be a stand-off advantage, except possibly with missiles -which should be less accurate with longer range. The XCom stand off advantage is really unfair because as far as I have seen the UFOs never attempt to close to effective range, even when they are getting killed. They don&#039;t break off much, either, though I think I have seen that happen on occasion. &lt;br /&gt;
&lt;br /&gt;
==== Specific Proposals ==== &lt;br /&gt;
&lt;br /&gt;
===== No Standoff Beam Attacks =====&lt;br /&gt;
&lt;br /&gt;
Increase &#039;&#039;all&#039;&#039; UFO plasma weapon ranges to at least 55km (compared to 52km for the XCom plasma weapon). Now only launched XCom weapons (Avalanche and Fusion Ball) have standoff advantage. Probably also reduce the accuracy of the Avalanche to 60% and buff Stingray accuracy to 80%, providing both weapons with a useful niche role.&lt;br /&gt;
&lt;br /&gt;
===== No Standoff Attacks =====&lt;br /&gt;
&lt;br /&gt;
Increase &#039;&#039;all&#039;&#039; UFO plasma weapon ranges to 66km (compared to 52km for the XCom plasma weapon). Now &#039;&#039;no&#039;&#039; XCom weapon has standoff advantage. (The benefit of a longer range weapon is simply spending less time being fired on by the UFO.)&lt;br /&gt;
&lt;br /&gt;
===== Twitchy Aliens =====&lt;br /&gt;
&lt;br /&gt;
Increase all UFO ranges to 69km. They will attack as soon as XCom aircraft commence any attack run.&lt;br /&gt;
&lt;br /&gt;
===== Hostile Aliens =====&lt;br /&gt;
&lt;br /&gt;
Increase all UFO ranges to 70km. They will attack as soon as XCom aircraft enter intercept range. UFOs now fire first, and tailing them unchallenged is impossible. &lt;br /&gt;
&lt;br /&gt;
===== Improved Medium UFOs =====&lt;br /&gt;
&lt;br /&gt;
Reduce (improve) the nominal reload time of Medium UFOs, Abductors and Harvesters, from 48gs and 32gs to 24gs. This increases the challenge in the early-mid game, when XCom might first be deploying advanced weapons.&lt;br /&gt;
&lt;br /&gt;
===== Improved Battleships =====&lt;br /&gt;
&lt;br /&gt;
Increase damage to 255. They&#039;re firing (bigger) Fusion Balls! A Battleship now has the same firepower as one XCom Craft with dual Plasma Beams (gosh wow!). It&#039;s a start, but what if we...&lt;br /&gt;
&lt;br /&gt;
===== Super Battleships =====&lt;br /&gt;
&lt;br /&gt;
... also reduce nominal reload time to 18gs. Giving a further one-third extra firepower on Beginner, 60% more on Superhuman.&lt;br /&gt;
&lt;br /&gt;
===== Mega Battleships =====&lt;br /&gt;
&lt;br /&gt;
... or for a real challenge, reduce reload time to 12gs. A further doubling of the firepower on Beginner - a further &#039;&#039;four&#039;&#039; times increase on Superhuman. Now Superhuman Battleships out-gun the biggest fleet XCom can throw at them!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 00:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: the flip side of this is weakening Xcom craft - apart from firepower issues there is also the issue of range: the ranges of the transport craft are such that really no more than 1 manned base is necessary to cover the globe for terror site defense. Setting e.g. the fuel capacity of the Skyranger to 500 results in roughly 1 base per continent required. This has interesting strategic consequences: need for more bases makes the ecomics more challenging (and thus slows down research). [[User:Emphyrio|Emphyrio]] 08:43, 9 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Enforced Variant Games===&lt;br /&gt;
&lt;br /&gt;
Various people like to play various variant games, such as No Alien Technology, or No Detection, or No Lethal Weapons - see for example Scott Jones&#039; notes to XComUtil. It would be nice to have options on the game executable to enforce these scenarios. Self restraint is hard! [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Some of these variant scenarios have been implemented in [[UFO Extender]] by [[User:Seb76#Mods|Seb76]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Recruit Certain Alien Types===&lt;br /&gt;
&lt;br /&gt;
Consider that not all aliens are loyal to their master (most TFTD alien has a device lodged to its brain), it would be interesting (or at least cool) if we could recuit such aliens to the XCOM cause. Maybe we can remove the controling devices from captive aliens after research on that species. Or convince the head of the Snakemen that it would be far more benefit to his race to help us instead of the Ethereals [[User:L-Zwei|L-Zwei]] 23:25, 12 September 2008 (PDT).&lt;br /&gt;
&lt;br /&gt;
Only certain alien types should be recruitable. Ones that should NOT be include Mutons (as they are directly controlled by Ethereals), Chrysallids (unbalancing), etc. It would be nice to be able to reverse-engineer Cyberdiscs or Sectopods, or make it that a Cyberdisc must be researched to build hovertanks/etc.&lt;br /&gt;
[[User:MagicJuggler|MagicJuggler]] 13:32, 18 September 2008 (PDT)&lt;br /&gt;
: It&#039;s pretty obvious which ones should be recruitable: non-robotic terror units that are captured alive. Chryssalids should simply do melee damage instead of impregnating (as the resulting spawn would not be mind-controlled and therefore XCOM wouldn&#039;t do it). Silacoids would be pretty ineffectual, and reapers slightly less so, but both would be disposable scouts. Celatids might actually have some use (eating through hulls with acid, and arcing over walls) but are fragile. All of these would require capturing a terror alien alive after researching Psi Amp. The two robotic units should require a live alien Engineer researched as well as UFO Construction, and the materials for building one would be one corpse of the appropriate type, Alien alloys and Elerium (to repair and refuel the husk). The Sectopod should probably be nerfed somewhat, so that it isn&#039;t quite so invincible to Heavy Plasma shots - after all, it was probably a twisted and melted modern art piece by the time it finally went down). [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
==== Game option: sell only researched items ====&lt;br /&gt;
&lt;br /&gt;
The fact that you may sell the alien items for the best price once you get them, without any research, is illogical. Such staff would never get on the market, being top secret and potentially dangerous to the humanity.&lt;br /&gt;
&lt;br /&gt;
Selling without proper research does not help the replay value of the game either: once you know the &amp;quot;right path&amp;quot; to get the best items, you simply sell anything else immediately and ignore the unnecessary research. Too easy.&lt;br /&gt;
&lt;br /&gt;
Therefore I wish for this game option: unknown items are sold for 0 (including the alien corpses), the known ones for their full price. This makes the sustainable economics much harder to develop and it gives sense to the &amp;quot;useless&amp;quot; research. Last but not least, it adds a lot of depth to the gameplay: will you choose research of a new weapon you need on the field, or of a mind probe that will earn you millions in sales? --[[User:Kyrub|Kyrub]] 15:55, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I really like this option, it&#039;s a great idea. Makes the game harder and makes it more interesting, more varied. Gives extra value to the otherwise &amp;quot;useless&amp;quot; research paths. Good thinking! [[User:Spike|Spike]] 15:06, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;d prefer that unresearched artifacts/corpses sold for a fraction of their original value (no more than 25%). It makes no sense that nobody would pay to research them for themselves. Additionally, Laser Cannon sell price needs to be nerfed. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
: This would have the added benefit that you would know if it was &#039;safe&#039; or not to sell an item research wise.  Coloring the un-researched items differently on the Sell/Sack screen would be good too ~ [[User:Renegrade|Renegrade]] 13:30, 19 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== New Research Mechanics ====&lt;br /&gt;
&lt;br /&gt;
The above comments spurred some ideas to make the research more realistic and the path to victory less obvious. &lt;br /&gt;
&lt;br /&gt;
For flavor reasons, give research options vague names instead of exact names. This already exists in some research topics, such as &amp;quot;New Fighter Craft&amp;quot; instead of &amp;quot;Firestorm&amp;quot;. So, research topics might read &amp;quot;Alien Hovertank Wreck&amp;quot; instead of &amp;quot;Cyberdisc Corpse&amp;quot;, &amp;quot;Grey Alien Corpse&amp;quot; instead of &amp;quot;Sectoid Corpse&amp;quot; or &amp;quot;Alien Pistol&amp;quot; instead of &amp;quot;Plasma Pistol&amp;quot;. The names would be revealed in the UFOpaedia entry, and certain items would then be renamed as per common sense.&lt;br /&gt;
&lt;br /&gt;
Hide the ranks of aliens in captivity until they are researched (so you&#039;d see Live Grey Alien #1, Live Grey Alien #2 if you had two Sectoids available for research). However, if you happened to have two Soldier ranks in containment, you&#039;d only see one topic. The same rank/race combination would never appear again, but you might have to research several specimens of the same species to get the useful one you want. The alternative would be to have researched Mind Probe, which would tell you exactly what you had in containment (just as it does on the battlefield).&lt;br /&gt;
&lt;br /&gt;
Once an alien or its corpse is researched, then all other instances of that alien or its body are renamed appropriately. For example, research a live Muton and Muton corpses become obvious, and vice versa. &amp;quot;Live Green Humanoid Alien&amp;quot; is also renamed to &amp;quot;Live Muton&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Finally, there should be a few more prerequisites in place to make less useful research more necessary. As someone else has mentioned, you should need a Cyberdisc Corpse to research Hovertanks. I&#039;d also suggest that Psi Amp and Mind Shield require the research of Mind Probe (seeing as both entail scanning for minds as a logical first step), and that Flying Suits require Floater Corpse, Cyberdisc Corpse or a live Floater researched as an additional prerequisite (not Ethereals, as they fly with the power of their huge brains). [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:These are all good suggestions and make a lot of sense. An alternative explanation of the names (seen in some fan fiction) is that these names are not the real names, but are made up by XCom troops based on some limited battlefield experience of them. But revealing the &amp;quot;real&amp;quot; alien race names through Research is a fun idea. [[User:Spike|Spike]] 08:44, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[TFTDextender|TFTD Extender]] now provides options for improvements to the TFTD Research tree, to make research more logical (and less buggy). A similar exercise is possible with UFO Extender now that the location of the Research tree in the code is known. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Dismantle researched items ====&lt;br /&gt;
&lt;br /&gt;
Beginning a research project on an item should immediately remove that item from your storage. Currently it&#039;s possible to begin research on Heavy Plasma and Sectoid Corpse, then immediately sell those items, which makes no sense. Instead, we should assume that the eggheads need to dismantle an item to study it, thereby making it useless.&lt;br /&gt;
&lt;br /&gt;
Completing a research topic on a live alien should create an appropriate corpse in storage, but this is less noticeable. Or do X-Com give all researched aliens diplomatic immunity and $20 for a cab fare?&lt;br /&gt;
&lt;br /&gt;
:+1 to these suggestions. [[User:Spike|Spike]] 16:51, 29 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Manufacture  ===&lt;br /&gt;
* After buying the first cannon or rocket tank, that particular HWP becomes available for manufacture. Accordingly, either must be available for manufacture before laser tanks can be built (the chassis design has to come from &#039;&#039;somewhere&#039;&#039;).[[User:Amitakartok|amitakartok]]&lt;br /&gt;
&lt;br /&gt;
=== Base Managemet ===&lt;br /&gt;
&lt;br /&gt;
==== Inventory management ====&lt;br /&gt;
&lt;br /&gt;
I only want to keep 1 (or 0) sectoid corpse. If I have any more, sell them immediately and automatically.  Sometimes having to sell all the stuff you&#039;ve captured is just a chore.&lt;br /&gt;
&lt;br /&gt;
Also, let me automatically repurchase goods when my stores get too low.[[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Monthly maintenance fees ====&lt;br /&gt;
&lt;br /&gt;
Later in the game, when you are way beyond what the sponsor nations are paying you and are instead selling captured/manufactured items to fund your operation, the end of the month can be a real PITA, because you need to build up a reserve of cash to avoid being shut down for financial problems. (This was worse with the misreported funding bug.)  At the least, show us in one place exactly how much we need to raise at that time.&lt;br /&gt;
&lt;br /&gt;
Or make payments be done on a weekly/daily/hourly/continuously basis.  This also means that I don&#039;t have to pay a same salary to someone who I hire on the 2nd or I hire on the 27th.&lt;br /&gt;
&lt;br /&gt;
Oh, and the cheat of &amp;quot;soldiers/scientists/engineers in flight don&#039;t need to be paid&amp;quot; needs to be squashed while we&#039;re at it.  (But watch out fixing this one without making salary payments continuous; my current strategy is to hire most people just before the end of the month, which I would need to modify to hiring just after the start of the month.)[[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Day Rates ====&lt;br /&gt;
&lt;br /&gt;
Financial planning in the game is distorted by the fact that Engineers, Scientists and Soldiers receive a full month&#039;s pay for their first month, even if they only work one day in that month. This leads to bursts of hiring at the beginning of each month, and worsens the cash squeeze at the beginning of each month. &lt;br /&gt;
&lt;br /&gt;
It would be nice if you could hire personnel at any time during the month, and they would only cost you their hiring fee (one month&#039;s salary in full), plus only as much of the first month&#039;s salary as they actually worked during that first month. [[User:Spike|Spike]] 06:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Change date ===&lt;br /&gt;
&lt;br /&gt;
1999 looks quite silly now, 13 years later and I don&#039;t think mankind has even laser weapons now. So if it&#039;s not hardcoded for some alien actions in further years, I&#039;d move game at least to year 2020, more likely even later. [[User:mikiqex|mikiqex]] 10:30, 12 January 2012 (CET)&lt;br /&gt;
:As a matter of fact, we do have laser weapons now, to some extent: Humvee-mounted ground-to-ground laser, aircraft-mounted anti-ICBM laser and ground-based point-defense laser that can shoot down a variety of incoming ordinance from missiles to mortar shells, all in the experimental phase and expected to hit mass-production in a decade. But yeah, I agree with this suggestion.--[[User:Amitakartok|amitakartok]] 13:30, 21 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Active Alien Bases ===&lt;br /&gt;
&lt;br /&gt;
Right now, alien bases don&#039;t do anything aside from increasing alien presence in a region and attracting Supply Ships. This should be remedied and I know just how to do it.&lt;br /&gt;
&lt;br /&gt;
* All alien bases have a &amp;quot;readiness level&amp;quot;. Initially, this is at 100% but can be reduced via base assaults. Every alien killed and certain equipment destroyed decreases this level but if the base isn&#039;t destroyed (the mission fails or gets aborted) and subsequent Supply Ships aren&#039;t intercepted/attacked on the ground, then 24 hours after a successful resupply the base&#039;s readiness level will be back at maximum. Then and only then will killed aliens respawn and destroyed/taken equipment get replaced, not before. This reduces the profitability of &amp;quot;base milking&amp;quot; smash-and-grab operations but is not the primary purpose of the mod.&lt;br /&gt;
* Like the name indicates, alien bases should have a more active role. That is, alien bases will frequently dispatch Small and Medium Scouts on Research and Abduction missions, crewed by the same race the base belongs to. How often this happens depends on the base&#039;s readiness level, ie. a busted-up base will be barely hanging on but a fully-functional one will be a real beehive.&lt;br /&gt;
* Optional: if a base is present in a country, it significantly increases the chance of the country being successfully infiltrated.&lt;br /&gt;
* If a base goes unmolested for too long, it will become fortified and spawn two or even three times as many aliens (as many as the tileset allows) plus it takes on a more aggressive role:&lt;br /&gt;
** Launches Infiltration missions into nearby areas.&lt;br /&gt;
** &#039;&#039;&amp;quot;Leave us the [PRESUMED ALIEN EXPLETIVE] alone!!!&amp;quot;&#039;&#039;: if attacked several times in rapid succession (depending on difficulty level; happens after a single invasion attempt on Superhuman), it sends out Retaliation scouts in the general direction the attacks are coming from, looking farther and farther away after every attack.&lt;br /&gt;
** &#039;&#039;&amp;quot;Oh no, you don&#039;t!&amp;quot;&#039;&#039;: if it had been attacked at least once, the base will attempt to intercept X-Com craft passing nearby. It does so by dispatching a scout that follows the intruder at top speed and, once within a certain distance, forces it to engage the UFO in Aggressive mode. If the UFO is faster, all other modes and the Disengage button will be disabled as well. Even if the X-Com craft can run away, the UFO will follow it everywhere unless shot down or the craft lands, in which case the aliens dispatch Retaliation scouts to find the intruder&#039;s homebase.&lt;br /&gt;
** The above three options all make the base more dangerous but will also increase the payoff and provide an alternative to the nerfed &amp;quot;base milking&amp;quot; tactic.&lt;br /&gt;
&lt;br /&gt;
I have NO idea if these are even possible but they would be highly interesting.--[[User:Amitakartok|amitakartok]] 17:44, 19 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: +1. This is a great set of suggestions. I think the necessary manipulations of [[MISSION.DAT]] are fairly well understood. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Battlescape and Tactical ==&lt;br /&gt;
&lt;br /&gt;
===Equipment Management===&lt;br /&gt;
&lt;br /&gt;
All wishes are currently implemented!&lt;br /&gt;
&lt;br /&gt;
===Fog of War Improvements===&lt;br /&gt;
&lt;br /&gt;
I&#039;m sure most of these would be an absolute PAIN to implement, but I figured I&#039;d toss the ideas out here.&lt;br /&gt;
&lt;br /&gt;
====Prior Recon of Battlefield====&lt;br /&gt;
One thing that has always irked me is X-COM has no terrain knowledge when it lands, despite having probably circled the place two or three times before landing and thus they should know at least some of the area.  This would be nice, but isn&#039;t too important.  Probably would be a pain to implement so X-COM would have all knowledge of external features but no knowledge of building interiors, anyways.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:38, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Yes at the very least, when you splash the UFO, it could tell you (via some miracle technology such as &amp;quot;satellite reconnaisance&amp;quot;) what the terrain type is of the landing zone area. Then you could adjust equipment accordingly. And adjust your uniform camouflage (if using one of the uniform mods). [[User:Spike|Spike]] 12:16, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Geoscape: center on the site, then maximum zoom. Aside from having to disambiguate forest from jungle, this works fine for knowing the exact terrain you&#039;re getting into. -- [[User:Zaimoni|Zaimoni]] 10:17, 4 Sept 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::This is already present in the game.  To center the Geoscape on a specific location, right-click on the target spot.  To do maximum zoom in, right click on the Zoom-In button(and the same works for Zoom-Out).  Also, Jungle and Forest use the same display algorithm, but are easy to differentiate; Forest occurs NORTH of the equator, and Jungle occurs SOUTH. [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:23, 4 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Returning to AQ&#039;s original suggestion, it wouldn&#039;t be too hard would it for the dropship to &amp;quot;radar map&amp;quot; the target, and then have the basic map show up on your scanner on Turn 1? [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
====Dynamic Fog====&lt;br /&gt;
&lt;br /&gt;
The Fog of War in X-COM is clumsily implemented, compared to modern expectations.  Everything starts out black, but after exploring, is shown...and it&#039;s kept in the same showing, regardless of whether you actually have LoS to that area anymore.  It would be nice if when you no longer had Line of Sight to a particular map area, it would be cloaked in a way so that you knew the terrain, but not the units there.  Since I&#039;ve sometimes spent over half an hour trying to hunt down that last alien hiding in area I&#039;d already explored.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:38, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Maybe greyscale explored but out-of-LOS areas?--[[User:Amitakartok|amitakartok]] 17:45, 19 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Deactivate Object Radar====&lt;br /&gt;
&lt;br /&gt;
Currently, in X-COM, any objects dropped in a given square show on your Battlescape, regardless of whether you have Line of Sight to the square or not.  In regards to dropped weapons/grenades/equipment/dead soldiers/dead aliens, this doesn&#039;t make a large difference.  But in the case of STUNNED aliens, a quick scan across the Battlescape can tell you whether the alien you stunned 10 turns ago is still down, or stood back up(the stunned alien object will disappear from the stack).  Of course, since aliens which have revived from stun are almost always disarmed(and the ones that aren&#039;t probably should&#039;ve been killed instead), the usefulness of this &#039;exploit&#039; is reduced mainly to finding out that the last alien you&#039;re looking for is just wandering aimlessly and unarmed.  Perhaps leave stacks showing the same until you regain LoS to that area? [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:38, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
====Crushed Buildings====&lt;br /&gt;
&lt;br /&gt;
Why don&#039;t we see any crushed or destroyed buildings? Does a UFO always fall like a rock, perpendicular to the ground? No marks on the ground? Such impact would do massive damage to the land (a small meteor can do much if it has a high speed...). (Also, at the [debatedly] &amp;quot;real&amp;quot; UFO crash zones UFO parts were scattered over miles)&lt;br /&gt;
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I&#039;d like to see chopped buildings, entering UFO&#039;s through a barns; entering an abductor from a immediate house&#039;s roof if I have plasma and no flying suits yet. - [[User:N|n]] 15:01, 16 August 2010 (GMT+1)&lt;br /&gt;
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: The Pocket PC remake of the game did this, though it seems the site it concern has vanished off the face of the net. Could probably find a copy if you&#039;re interested.&lt;br /&gt;
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: By the way, you can generate a time/date stamped signature by typing four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). - [[User:Bomb Bloke|Bomb Bloke]] 23:04, 16 August 2010 (EDT)&lt;br /&gt;
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:: Amazingly enough (is it Truman Show of me or just a coincidence :)?), my GF found a low-tech palmtop (with/in a case)... on the pavement. With no personal data and means to find the owner; when I laid my hands on it, I actually found and installed Ufo:EU there, but it wouldn&#039;t run :(. [And thanks! again for the 4 tildes name/timestamp trick] - [[User:N|n]] 19:18, 18 August 2010 (EDT)&lt;br /&gt;
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===Restore Game from Battlescape===&lt;br /&gt;
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It would be nice to be able to reload a saved game directly from the Battlescape &amp;quot;?&amp;quot; screen, rather than having to go through the process of Abandoning to the Geoscape. Would you need to check it was a Battlescape save and not a Geoscape save? Maybe, maybe not. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
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===Grenades===&lt;br /&gt;
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*Stun Grenades: I want flashbangs.--[[User:Brunpal|Brunpal]] 22:59, 11 September 2008 (PDT)&lt;br /&gt;
:Instead of stunning, I&#039;d see more effect if it would remove some TUs to units having line of sight (to be fare it should affect xcom units too). It would help against reaction fire (which is the point of flashbangs). Given that grenades detonate at the end turns, it would require a good coordination to have the grenade detonate exactly at the end of the alien turn, and just before your attack. Being able to open doors à la xcom2 would also help to throw flashbangs just before a craft assault... [[User:Seb76|Seb76]] 22:03, 12 September 2008 (PDT)&lt;br /&gt;
::That would be good. Hard to program, potentially extremely unbalancing, but good. I considered a &amp;quot;debuff&amp;quot; kind of ability (as you suggest) for flashbangs, vs the more obvious substitution of [[stun]] for [[Explosions|HE]] damage. In the end, I picked &amp;quot;I want flashbangs.&amp;quot;--[[User:Brunpal|Brunpal]] 03:32, 13 September 2008 (PDT)&lt;br /&gt;
: Maybe flashbangs dont&#039; work on Aliens - otherwise, XCom would use them, right? :) But seriously, I too would like flashbangs, and stun grenades / concussion grenades. Both of these would make the game easier, though. With flashbangs, you might have to compensate by just giving the aliens more TUs. [[User:Spike|Spike]] 13:33, 13 September 2008 (PDT)&lt;br /&gt;
::More options for the player is going to make it easier for any kind of game. Particularly of games like XCOM where the computer can&#039;t take advantage of the changes. However I don&#039;t believe a weak stun grenade (like 44 stun damage, comparable to AC-HE) would change the game much because the 80 item limit remains.--[[User:Brunpal|Brunpal]] 22:21, 13 September 2008 (PDT)&lt;br /&gt;
* Rudimentary IFF recognition in proximity grenades, ie. it checks the unit ownership variable (the same one that gets flipped during mind control and used to cause the Hostile Civilians bug) of everyone who wanders into its sensor range and only explodes if it doesn&#039;t match the ownership of the unit that threw it. Naturally, it would be fooled by mind control and would also blow up civilians but it would minimize mine-related friendly fire...&lt;br /&gt;
:: ...which makes me wonder: if a proxy kills a friendly unit, does it count as friendly fire caused by the guy who planted the proxy? If not, would you make it so, just for the hell of it? [[User:Amitakartok|amitakartok]]&lt;br /&gt;
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===Night Vision===&lt;br /&gt;
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I &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; want to add night vision equipment to the game. I assume that either (1) all XCom units already have night vision gear as standard, but it&#039;s not as good as alien night vision, and the visibility that XCom units have at night is based on their standard-issue night vision gear, or (2) night vision gear does not work on Aliens. Either they do not appear on night vision, or maybe worse - maybe the aliens can manipulate night vision equipment, causing worse than normal vision, or hallucinations, and even tricking XCom units into firing on each other. [[User:Spike|Spike]] 13:33, 13 September 2008 (PDT)&lt;br /&gt;
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:Wouldn&#039;t it be nice though if it had gradients other than &amp;quot;day: 20 squares&amp;quot; &amp;quot;night: 9 squares&amp;quot; ?  Like.. &amp;quot;early morning/late evening: 10-19 squares&amp;quot; ? I find the cut off from full daylight to full night kinda disturbing.  ~ [[User:Renegrade|Renegrade]] 10:41, 19 August 2010 (EDT)&lt;br /&gt;
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:: I originally thought of this when dreaming of a Stargate-themed patch for X-COM -- but what about enemies that are invisible unless you are facing them while wielding a certain weapon designed to spot them?  (Stargate fans: I&#039;m thinking of the TERs.) [[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
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:Thoughts about NV equipment:&lt;br /&gt;
* 2x1 item that needs to be placed into a shoulder slot.&lt;br /&gt;
* Vision range with NV would depend on the ambient light levels:&lt;br /&gt;
** During daytime, they would see as far with NV as in complete darkness without.&lt;br /&gt;
** The darker it is, the greater the vision range, up to a maximum of 15 hexes...&lt;br /&gt;
** ...but complete darkness still incurs a minor penalty as most NV gear are image &#039;&#039;intensifiers&#039;&#039;, NOT infrared goggles. That is, they still need ambient light to work properly.&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:50, 21 March 2013 (EDT)&lt;br /&gt;
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===Throwing over stuff===&lt;br /&gt;
&#039;&#039;&#039;(Moved to Talk, as this is not a bug and so does not need fixing.)&#039;&#039;&#039;&lt;br /&gt;
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===Assault Time Limit===&lt;br /&gt;
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One of the cool things about UFO Defence is there are no time limits on the scenarios. This is great as it allows for a totally different kind of tactics and much more flexibility. &lt;br /&gt;
It&#039;s more of a &amp;quot;thinking man&#039;s game&amp;quot; as a result. But... arguably this is not very realistic for UFO Assault missions. If the Aliens are getting creamed, they should try to make a getaway if they can (just like XCom would). A simple way to implement this would be a hard time limit (say 20 turns?) on a UFO Assault. Another way would be to base it on Alien Morale. At a certain Morale level the aliens decide to dust off. Give the player say 3 turns warning while they rev up  the engines. Then if there is still a Navigator or Engineer in the Control Room alive, the ship takes off. Any XCom troops still aboard are MIA. &lt;br /&gt;
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You might run into problems if the UFO took off but then landed again or was shot down, generating another ground mission with potentially &#039;&#039;&#039;more&#039;&#039;&#039; Aliens than were still alive at the end of the Assault. (Still, maybe they hatch some more clones if they get time to....) [[User:Spike|Spike]] 09:51, 4 September 2008 (PDT)&lt;br /&gt;
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: It strikes me as justified they don&#039;t do that. Troops loose in the vessel could be seriously bad. It would be nice if they dusted off on the condition that their morale was low enough or 3 X-com soldiers had the door in their sights without aliens alive outside in the latter case and no X-com soldiers on board in either case. also, if the UFO has a hole in either the command or engine room, it would have to set down before leaving the atmosphere. [[User:(name here)|(name here)]]&lt;br /&gt;
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Taking off with troops onboard would be perfectly safe (for the aliens) and justifiable if one assumes that alien ships in flight are inherently inhospitable for humans.  This is easily done by saying that they undergo accelerations that humans can&#039;t withstand (splat), can&#039;t withstand for any length of time (pass out), or that they intentionally make rapid accelerations in different directions, either normally or just if they&#039;re trying to bash some intruders around.  Naturally, the aliens themselves would either be immune to these (tough physique / their built-in antigrav devices?), or be in acceleration chairs, safe from all this.&lt;br /&gt;
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Alternatively, when you get the warning that the UFO is going to take off, you&#039;ve got a certain amount of time to either get everyone &#039;&#039;&#039;off&#039;&#039;&#039; the UFO, or to get everyone &#039;&#039;&#039;on&#039;&#039;&#039; it (or as many as you can).  There could be a follow-up mission that takes place in &amp;quot;sky&amp;quot; terrain, where the outdoors is either impassable (the easy way) or else instantly withdraws units from combat (flying suits / parachutes).  The soldiers&#039; goals would be to either take out the aliens and presumably safely land and salvage the UFO, or take out the UFO&#039;s means of flying (power cores / navigator?).  In the latter case, they might have a certain number of turns to withdraw or be caught in the crash, with possible casualties just like the aliens, mitigated to some degree by their armour and maybe where inside the UFO they are.&lt;br /&gt;
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In the case of a crash, there could be a final mission to finish off the surviving aliens, using the X-COM soldiers that survive the crash, and no landing craft (it&#039;s still back at the old landing site).  Alternatively, you could say that there &#039;&#039;&#039;is&#039;&#039;&#039; an X-COM landing craft parked outside (with all remaining members of the original landing party), since the in-flight time / distance was presumably low and the original X-COM craft quickly packed up and flew to the new landing site. &amp;amp;mdash; [[User:Wisq|Wisq]] 17:11, 18 April 2010 (EDT)&lt;br /&gt;
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Either side could try bringing in reinforcements -- if I can bring two interceptors to a fight in the sky, why can&#039;t I bring two troop transports?  This starts to get complicated, but it&#039;s come up in discussion of making X-COM into an onlime multiplayer game... :) [[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
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===Alien AI===&lt;br /&gt;
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*Aliens cannot pick up items, but I wish they would. If an alien has no useful weapons in inventory they should either head for cover or head for a plasma weapon. Panicked aliens drop their weapons but never seem to pick them up when they managed to pull themselves together. It would be nice if they tried to arm themselves again. --[[User:Brunpal|Brunpal]] 13:55, 19 September 2008 (PDT)&lt;br /&gt;
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:Even if it&#039;s too hard to make aliens head towards weapons (is it safe?, could it be used to trap them, not to mention the complexities of route finding) - it would still be good if an unarmed alien checked for usable weapons in every square it moved through, and at least picked up one loaded weapon or grenade per turn. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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:Fixing the AI for this could be really hard. Apart from all the possible exploits by XCom, the AI is probably a really hard part of the game to reverse engineer. You could say that an unarmed alien is no threat anyway (we are only concerned about aliens without psi or built in weapons). So nothing is lost even with an exploitable method of re-arming. By exploitable I mean the XCom player can manipulate re-arming, e.g. by leaving weapons out in the open as bait for traps. &lt;br /&gt;
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:Maybe the simplest modification would be to &#039;&#039;not&#039;&#039; drop weapons when the alien panics? This does not require delving in to the AI, just intercepting the panic effects. Dont make aliens drop any weapons when they panic. It would be reasonable to return the weapon in hand to inventory, so there is a TU cost for the alien to bring the weapon back into play again. &lt;br /&gt;
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:This would not work for aliens who were stunned and wake up, or who were mind controlled by XCom and made to drop their weapons. But it would probably catch 80% of cases. &lt;br /&gt;
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:Another cheat, short of fixing the AI, is just to pick up weapons that the alien walks over. It could also pick up &amp;quot;spare&amp;quot; weapons from adjacent aliens (cheating on TUs - basically just teleporting the items to the unarmed alien). Spare alien weapons are almost invariably grenades. I have not had a lot of success in getting unarmed aliens to use grenades, so more research is needed here. Maybe only certain types of aliens use grenades, or only in certain circumstances?&lt;br /&gt;
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:Really, really cheating would be to teleport any weapon laying around the battlefield into the alien&#039;s inventory. But I think it is more fair just to say panicked aliens dont drop their equipment. [[User:Spike|Spike]] 16:13, 13 February 2010 (EST)&lt;br /&gt;
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:Interesting research! [[User:Volutar |Volutar ]] found a disabled function in the code that makes aliens pick up items! [[Talk:OBDATA.DAT#Field_0x2D]]&lt;br /&gt;
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* Depending on the aliens&#039; intelligence stat, they can deliberately blast away cover with autofire if they saw any of your soldiers taking cover behind it. They already sort-of do this with grenades but not with other weapons. [[User:Amitakartok|amitakartok]]&lt;br /&gt;
* Aliens actively using [[Scouting#Scout/Sniper Tactics|sniper-spotter tactics]], taking the high ground whenever possible. [[User:Amitakartok|amitakartok]]&lt;br /&gt;
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==== End Psi Bullying and Psi Baiting ====&lt;br /&gt;
When the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
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: Not a bad idea to randomise this a bit, because while initially this tactic helps the aliens, it becomes so predictable that it can be used against them by deploying unarmed &amp;quot;Psi Bait&amp;quot; soldiers to draw off all the attacks. (Or make aliens avoid controlling/panicking soldiers who have no loaded weapons. But then folks would just give them pea shooters and wear armour.) [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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=== 80 Item Limit on Base Defense Mission ===&lt;br /&gt;
: Well you get the 80 item limit on every mission, but it hurts more on a Base Defence as you have more limited ability, or sometimes no ability, to manage what goes into those 80 items. I was thinking about a couple of (theoretical) ways to fix this and I hit on a new one (new for me anyway): Why not take the 80 items from the Transport(s), first Transport then second Transport until you run out of items or hit 80. This has a few benefits:&lt;br /&gt;
:* Ready made interface to manage the 80-item limit, the Stores &amp;lt;&amp;gt; Craft (Equip Craft) Screen.&lt;br /&gt;
:* If you have no warning at all, the 80 items will probably make good tactical sense in general terms, even if they are are not totally optimised for Base Defence (no proximity mines, etc).&lt;br /&gt;
: I think that copying the Transport inventory into the Battlescape inventory would be relatively to implement (though what do I know?). As a simplification, you could move only the inventory in the &#039;&#039;first available&#039;&#039; Transport that is present in the Base, into the Battlescape, and not bother looking in more than one place (other Transports, Base Stores) to get up to 80. It would then be a bit of a drag if your Transports are all out on a mission when your Base gets attacked though. Or perhaps inspect the inventory of Transport 1 (wherever it is in the world), and then attempt to copy its inventory, using equipment present in the Base?&lt;br /&gt;
: Another way of doing it which has been mentioned elsewhere is to try to reverse the order of the items in the Stores list. This has the effect of putting the more advanced weapons first, rather than the more basic weapons. There could be all kinds of unwanted side effects of this, depending on various programming issues.&lt;br /&gt;
: Actually there is already a fix for the 80-item limit in XComUtil. XComUtil records a standard assign weapon set for each of your troops, and then teleports those weapons to the Battlescape from your Base Stores, regardless of the 80-item limit (but still subject to the Battlescape&#039;s 170-item limit). Not 100% sure if this works for Base Defence missions though. &lt;br /&gt;
:[[User:Spike|Spike]] 13:22, 24 November 2008 (CST)&lt;br /&gt;
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=== Collision Detection Bugs ===&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
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=== Base Defence Systems Cause Alien Casualties ===&lt;br /&gt;
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I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
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: The general view is probably that Base Defence missions are a boon to XCOM already, so why make them any easier. At very least there would need to be more damage to the loot than there was to the Alien&#039;s combat effectiveness, otherwise this unbalances the game in favour of XCOM. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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=== Alien vs Alien ===&lt;br /&gt;
This one is way out there. Alien v Alien battles out with main game, just random battlescape maps. Sectoid and their terrorists against Floaters and theirs etc. One side human controlled the other computer. Choice of ships involved etc. &lt;br /&gt;
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:I actually love this idea. It might just about be possible using XComUtil, if someone is a total XComUtil guru.&lt;br /&gt;
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There was a utility to do this from Devisraad. it has long since been removed from his site, but someone may still have it. The basics was you renamed unit and it automatically replaced graphics flag to swap out the units. Didn&#039;t work on the Large Aliens but still was a fun mod  --[[User:BladeFireLight|BladeFireLight]] 02:20, 6 January 2010 (EST)&lt;br /&gt;
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=== Aircraft in Base Defence Battlescape ===&lt;br /&gt;
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New graphics for the Interceptor and Firestorm on the battlescape. All your ships could remain in their hangers when the aliens attack your base. Don’t understand why Mythos did not do this originally.&lt;br /&gt;
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Simply for one reason: the limit on the size of the battlescape. UFO maps are usually limited to 10000 tiles (50x50x4), on Bases you have 9600 (60x60x3), the last level one being dirt. You need 3 levels to display X-COM craft. [[User:Hobbes|Hobbes]] 14:28, 23 September 2008 (PDT)&lt;br /&gt;
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Could you not do it but clip off the top level of the craft - leaving the ground level and &#039;deck&#039; level? It would be a cool terrain area to fight in. I like the fact that in TFTD you can still see your subs during a base defence. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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It is possible to edit the map files to include the Skyranger, but you&#039;ll have to use Xcomutil to play with that terrain and I think it would never launch during base defense missions (but I&#039;m not sure on that - never tried editing the X-COM base terrain). [[User:Hobbes|Hobbes]] 19:25, 4 December 2009 (EST)&lt;br /&gt;
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This could be done by creating new &amp;quot;hangar&amp;quot; map modules, each containing one of the five possible X-COM craft. Bung the modules into [[GEODATA.DAT]] at index 0C, and you&#039;re done. The catch is you can&#039;t have all craft or the MCD array will overflow. The base terrain uses ~160 tiles as it is (out of the max of 256), while the craft use about 60 each (on average). Putting them all in would take the table above 300 entries (that is to say, the game&#039;d crash).&lt;br /&gt;
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&#039;Cause XcomUtil already provides us with an Intercepter design made up of SkyRanger parts, I suppose the way to go would be to only implement those two craft. If you have any alien technology ships, they could either be left out (&amp;quot;they were fast enough to escape&amp;quot;) or rendered as SkyRangers.&lt;br /&gt;
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It should also be noted that bases are made up of two levels, not three. Luckily, all the craft are only three levels high, so cutting out the landing gear still works. - [[User:Bomb Bloke|Bomb Bloke]] 19:56, 4 December 2009 (EST)&lt;br /&gt;
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Very true about the MCD limit, that&#039;s why I only mentioned the Skyranger but the Interceptor could be added as well (and would not make much sense to have your first defense mission with a nice Avenger parked on the hangar while your Interceptors are being blow to bits by Battleships). The bases are 3 levels but you can only modify two of them. The game engine automatically adds a layer of &#039;dirt modules&#039; either at top or bottom. Hmmm, this just gave me an idea for the wish list... [[User:Hobbes|Hobbes]] 20:29, 4 December 2009 (EST)&lt;br /&gt;
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Both alien and X-Com bases &#039;&#039;are&#039;&#039; only two levels. There must be something screwy in your game; XcomUtil maybe?&lt;br /&gt;
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It occurs to me that removing landing gear and stuff might make it &#039;&#039;just&#039;&#039; possible to jam in the Lightning tiles as well (as the MCD requirements would also shrink slightly). That&#039;d make it possible to add the Firestorm, too. Seems a shame to get that far then leave out the Avenger, though...&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 21:30, 4 December 2009 (EST)&lt;br /&gt;
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Nevermind, I completely misread your previous post. Yes, they are two levels only, could be Xcomutil that adds the 3rd level.&lt;br /&gt;
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- [[User:Hobbes|Hobbes]] 22:30, 4 December 2009 (EST)&lt;br /&gt;
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You may be able to get 3 levels in an X-Com Base but not 4. EU has a smaller amount of memory alocated. I dont know the limit but 60x60x4 will crash EU. TFTD has no problem --[[User:BladeFireLight|BladeFireLight]] 02:25, 6 January 2010 (EST)&lt;br /&gt;
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I got partway through this and then decided to change my methods entirely and start from scratch. So I thought I might as well post my progress anyways, as it&#039;s already about on par with the crude TFTD implementation: You always have the same craft appear in your hanger regardless of what is (or isn&#039;t!) there.&lt;br /&gt;
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[[Image:Skyranger In Hanger.rar]]&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 05:40, 17 December 2009 (EST)&lt;br /&gt;
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Hey BB, a while ago I have modded the plane terrain files so that the Skyranger appears facing east instead of south. If you want to use that one (to make it a little different) let me know. [[User:Hobbes|Hobbes]] 08:23, 17 December 2009 (EST)&lt;br /&gt;
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Thanks, but don&#039;t worry about it for now: it&#039;ll make the MCD arrays larger still, so I&#039;ll consider it when I get all the other stuff done. &lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 17:01, 19 December 2009 (EST)&lt;br /&gt;
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The completed mod is now included in my toolpack. As usual, I&#039;ve only done cursory testing on it, but I&#039;m pretty sure it&#039;s stable enough. &lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 06:40, 20 January 2010 (EST)&lt;br /&gt;
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=== Fixed firing TUs ===&lt;br /&gt;
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Something that always bugged me was how the weapons used percentages for firing TUs. It doesn&#039;t make sense that the faster a soldier got, the longer it would take to fire a weapon.&lt;br /&gt;
: This is because you can&#039;t fire an automatic weapon any faster than it will shoot. However, it otherwise makes minimal sense, as you point out. I suggest two alternative solutions. Firstly, that only automatic fire modes use a fixed percentage of a soldier&#039;s time units, and other modes use a fixed number of TUs. This would entail the newer soldiers spraying and your most elite taking fast, selective single shots. The alternative is that each firing mode for each weapon entails its own formula (revealed in the UFOpaedia but essentially hidden during the battlescape) along the lines of &amp;quot;X% of TUs + Y TUs&amp;quot;. Snap fire would be a low % of total plus a low fixed cost, Aimed would be a low % of total with a high fixed cost, and Auto would be a high % of total with a low fixed cost. While this is somewhat complex, in-game you wouldn&#039;t have to worry, and it accounts for what can be reduced (i.e. aiming speed) and what can never be improved by a soldier (i.e. cyclic rate of fire or time for a missile to lock). [[User:Stubbs|Stubbs]]&lt;br /&gt;
:: These observations are very sensible. However we also need to consider the impact on game balance. If you implement this in an even-handed way, alien rates of fire will increase as they have high TUs. Or, if you fudge it so that alien rates of fire remain the same, then X-Com&#039;s advantage will increase as the game progresses. Neither of these are desirable. It would be extremely hard to implement this and still maintain game balance. [[User:Spike|Spike]] 08:41, 1 September 2009 (EDT)&lt;br /&gt;
:::Each turn has the exact same duration, but is divided into TUs separately for each soldier. That&#039;s a simplification that works well in a turn-based game and reflects the fact that a soldier is fast or slow. However, weapons need to be aimed and will not fire faster than normal, thus they require a fixed percentage of the turn duration. In other words, soldiers gain movement speed, but fire at the same rate. This is both desirable and logical, just not self-explanatory. Thus, I would definitely stick to how TUs consumption is solved currently. [[User:mingos|mingos]]&lt;br /&gt;
&lt;br /&gt;
=== In-flight Interception ===&lt;br /&gt;
&lt;br /&gt;
Yes, I know that this idea is nigh-impossible, but I was thinking, wouldn&#039;t it be awesome to infiltrate a battleship, kill the aliens inside and escape, with the geoscape being shown zooming past underneath? Also, in a similar vein to the &amp;quot;aliens dust off after 3 turns&amp;quot; idea, after killing the aliens ( or blowing up the power cores, maybe?)you would have to get as many troops as possible to the drop ship in 3 turns(in retrospect I guess that you could only do this with the Lightning because of the doors) or the ship crashes and all troops not in the dropship are missing in action. Yes, this idea is impractical and would be really hard to program, but the idea of blowing a UFO up from the inside just seems epic to me. [[User:WolfenMage|WolfenMage]]&lt;br /&gt;
&lt;br /&gt;
=== Impose cost to using Psionic attacks===&lt;br /&gt;
&lt;br /&gt;
I think everyone agrees Psi attacks are too powerful. I would propose to impose a cost to using Psionic attacks. This could take the form of decreasing the physical stats after using a PSi attack (after all all: the psionic races are physically weak). This could for example lead to a soldier becoming a weakling or even fainting or dying from using psi-attack. Another possibility is to decrease mental stats (in this case the ratio would be that humans are not really being adapted to psi: you could be expected to go crazy playing mind games) leading to a decrease in psionic powers or maybe panicking or beserking the soldier using psi. Together with  limiting psi attacks of MCed units proposed elsewhere this would rebalance the later game somewhat... [[User:Emphyrio|Emphyrio]] 07:22, 9 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: [[UFO Extender]] implements some limitations on X-Com use of Psi, making attacks Line of Sight based. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Make losing a base less costly ===&lt;br /&gt;
&lt;br /&gt;
My friends would often quit and reload after losing a base because it was so costly.  It should definitely be a kick in the teeth, but even the game text suggests some ways you can recover:&lt;br /&gt;
1. Scientists and engineers have already been evacuated -- on a defense loss, let me transfer them to bases with open living quarters.&lt;br /&gt;
2. Likewise, move any ships at that location to another open hangar.  (Maybe doing this requires that I have gotten advanced warning of the attack.)&lt;br /&gt;
&lt;br /&gt;
: You can do all of this immediately prior to the attack, which is a small trade off if you win and a great benefit if you lose. I&#039;m not sure you should be able to do it for free, at the instant of losing, and keep your options open until the last second. I think the game is fair and balanced as is. Well OK, maybe an option to do transfers after seeing the Base Attack screen, but before combat, would be user-friendly - it is sometimes hard to get to the Base screen fast enough to perform an evacuation before the base assault starts. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Have captured aliens be present in base defense ===&lt;br /&gt;
&lt;br /&gt;
The alien containment unit could have all my captured aliens present in jail cells. But this requires other things to happen first.&lt;br /&gt;
&lt;br /&gt;
On one hand, I think it would be cool if the attackers can rescue their friends and bring them into battle.  So aliens would need to be able to pick up weapons.  Psi powers would suck -- it would seem nuts if a captured ethereal suddenly started brainwashing my crew right away.  Maybe they all start with -50 stun, or maybe (can we do this?) psi-powered enemies have it disabled if they start the game captured.&lt;br /&gt;
&lt;br /&gt;
Another issue is that each containment supposedly holds 10 aliens according to the game text, but there is no real limit in the game. Maybe we fix that 10-limit bug (which would mean that we would need to be able to kill overflow aliens), maybe we only take the first 10. And it definitely runs into tile issues.&lt;br /&gt;
&lt;br /&gt;
Would the enemies in containment need to be killed/re-stunned to end the mission? Maybe being in a locked jail cell automatically counts as captured.&lt;br /&gt;
&lt;br /&gt;
:The problem here is that Alien Containment works entirely differently from how it&#039;s stated.  Alien Containment is instead a file of aliens captured with, IIRC, 50 slots, and it is shared across ALL bases.  So you&#039;d have to figure out some way to change the file to flag aliens as &#039;belonging&#039; to a specific base.  And of course, on higher difficulty modes, the aliens and their terror units already spawn most or all of their UNITPOS.DAT slots anyways. [[User:Arrow Quivershaft|Arrow Quivershaft]] 08:19, 12 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Grenade Launchers ===&lt;br /&gt;
Is the US army being obstructive?  Why can&#039;t we buy M79s or M203s?  Shooting a grenade through a wiindow/gap is sorely missing, because of the need to arc.  There is the small launcher, but that stuns.  30mm grenades come in HE, WP, Smoke, Incendary, AP and flechette (think shotgun with a 30mm bore!)&lt;br /&gt;
&lt;br /&gt;
:They&#039;re not being obstructive, in fact they gave us automatic and semi-automatic grenade launchers, which we call the Auto Cannon and Heavy Cannon. See [[Realistic Equivalents#Weapons]]. [[User:Spike|Spike]] 17:46, 20 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
::In that case, why not make the Heavy Cannon and Small Launcher fire in a ballistic trajectory, a la Celatid spit? It would make the HC even more useful until the advent of the Blaster.--[[User:Amitakartok|amitakartok]] 17:45, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== 80 item limit ===&lt;br /&gt;
The space available should be treated more logically; using the system base stores does.  At the moment craft treat 1 heavy weapon as the same size as 1 grenade.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
===Fix All Bugs===&lt;br /&gt;
&lt;br /&gt;
Oh no [[User:Seb76#Bug Fixes|Seb76]] already did this! :) [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
= I Wished (And My Wish Came True)... =&lt;br /&gt;
&lt;br /&gt;
== Geoscape and Strategic ==&lt;br /&gt;
&lt;br /&gt;
=== Fuel Ready always ===&lt;br /&gt;
[[User:Seb76#Mods|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
I wish that I could send out craft at any fuel or ammo level. Normally craft can only leave a base if fully &amp;quot;ready&amp;quot;. Craft is only &amp;quot;ready&amp;quot; at 100% fuel (or 0% fuel using an exploit) but there&#039;s no logical reason why a full tank and full ammo is required. Fully repaired... that&#039;s fine. I can live with pilots refusing to fly a plane missing a wing even if it means England is lost to aliens. 15 hours to fill a tank? Retarded but I can live with that too if I can send out a craft at 20% fuel.&lt;br /&gt;
--[[User:Brunpal|Brunpal]]&lt;br /&gt;
&lt;br /&gt;
:Actually, many modern aircraft &#039;&#039;&#039;do&#039;&#039;&#039; require the fuel tanks to be full on takeoff, and fairly empty on landing.  The weight of the fuel is figured into the takeoff aerodynamics, and the tank being full prevents fuel &#039;sloshing&#039; in the tanks and not actually making it to the engine.  (Conversely, many aircraft need to have dispensed of much of that fuel weight before landing.)  This holds for most runway-takeoff craft, but may not apply to anything with VTOL capacity; I&#039;m unsure there.&lt;br /&gt;
&lt;br /&gt;
:I do agree that non-full weapons aren&#039;t as critical, though.  But from a logical standpoint, most modern aircraft should not be launched on an empty fuel tank.  I also should noted that an Elerium-fueled craft with [[Known_Bugs#Elerium-fueled_Craft_Bug|50% fuel or less remaining]] will automatically return to base, regardless of distance from base.  Of course, given that such craft fuel up quickly, its less of an issue there. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:05, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hum, maybe you can try [[User:Seb76#Mods|this]]? [[User:Seb76|Seb76]] 13:01, 8 August 2008 (PDT)&lt;br /&gt;
::Thanks! But I can&#039;t try it. I&#039;ve not been able to get my copy of Xcom to run properly except on a Win98 install. VC2008 requires a more modern OS. I&#039;m sure I could &#039;&#039;eventually&#039;&#039; figure out a way to get it running, but I tried once and wasted too much time before giving up.--[[User:Brunpal|Brunpal]] 14:45, 8 August 2008 (PDT)&lt;br /&gt;
:AFAIK VC2008 binaries should run OK on Win98 as long as the runtime is deployed. Anyway, the loader uses CreateRemoteThread API which is not available in Win98 so don&#039;t even bother. &#039;&#039;&#039;However&#039;&#039;&#039;, you can manually patch the binary if you want ;-) Data to patch (all in hexadecimal):&lt;br /&gt;
 offset 0x41752: 2A0075 -&amp;gt; 18207C&lt;br /&gt;
:HTH. [[User:Seb76|Seb76]] 14:56, 8 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Build Stacking===&lt;br /&gt;
[[User:Seb76#Base Building Stacking|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
At the moment you are only allowed to build next to a finished module, and you aren&#039;t allowed to plan ahead in your base construction. It would be nice to at least be able to plan more than one phase of construction in advance. This would be pretty easy to implement. There is no need to code any new &amp;quot;queuing system&amp;quot;. Just place the new module next to an existing under-construction module, but increment the build time to the normal build time + the time remaining on the under-construction module (the lowest time remaining that would make the square you are building in, a legal square to build in). As a premium for build stacking, you have to pay the costs up-front. As with normal construction, all costs are non-refundable if you change your mind. (There would probably need to be some on-screen feedback for how long the module would take to build, before you were committed to building it.) [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
See also: Discussion on [[Talk:Wish List|Talk page]].&lt;br /&gt;
&lt;br /&gt;
=== Keyboard shortcuts at bases  ===&lt;br /&gt;
&lt;br /&gt;
I wish we had (customised, maybe?) keyboard shortcuts at the base screen. Numbers (at the &amp;quot;base information&amp;quot; screen as well) would switch bases, R for research, E for equip craft, T for transfer, M for manufacture, S for soldiers, B for build new base, P for purchase+recruit (or &amp;quot;B&amp;quot; for &amp;quot;buy&amp;quot; - let people double-bind if they need it), I for base information. The doubles (soldiers/sell+sack) could be solved by using the key under the primary one (x for sell+sack). - n (16:26, 16 Aug 2010 (GMT+1))&lt;br /&gt;
&lt;br /&gt;
:Keyboard shortcuts are implemented in [[UFO Extender]]. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Soldier table ===&lt;br /&gt;
&lt;br /&gt;
Soldiers should be listed in a sortable table, so I can sort them based on rank, ship order, firing accuracy, psi skills, in psi training, etc.  If I want to find out my best shooters, it should be a very fast operation.&lt;br /&gt;
&lt;br /&gt;
At a more advanced level: do it across bases; have filter options; sort based on formula (so I can find the soldiers with the best reaction+firing, or the best psi strength + psi skill).[[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sortable soldier list is implemented in UFO Extender and XComUtil. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battlescape and Tactical ==&lt;br /&gt;
&lt;br /&gt;
=== Equipment Management ===&lt;br /&gt;
&lt;br /&gt;
==== Soldiers remembers THEIR equipment ====&lt;br /&gt;
[[XcomUtil|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
I wish soldiers remembered what equipment they LAST used and start with that gear when they land. Normally soldiers grab various gear and put lots of crap on their belt. I put most things on the shoulder slots, and keep many things spare things on the ship just in case I need them. (I only want IN rounds if it&#039;s night. Stop picking them up before I shoot you in the back!) Takes forever to sort out the gear so the weakling isn&#039;t carrying all the rockets etc.&lt;br /&gt;
--[[User:Brunpal|Brunpal]]&lt;br /&gt;
&lt;br /&gt;
:This is already available in [[XcomUtil]].  [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:07, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
====Access to Stats screens during equipment allocation====&lt;br /&gt;
[[User:Seb76#Equipment Screen|Mostly implemented - here]]&lt;br /&gt;
&lt;br /&gt;
In Battlescape you can get to Stats screens by right clicking on one of the unit&#039;s status bars. However you can&#039;t do this in the Equipment screen. Things like Statstrings and (even more so) [[User:Seb76|Seb76]]&#039;s modified Equipment screen with actual/max weight help. But it would be nice to be able to see exact stats. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decrease Accuracy for targets out of sight===&lt;br /&gt;
[[User:Seb76#Range_Based_Accuracy|Brilliantly implemented - here]]&lt;br /&gt;
&lt;br /&gt;
How come you can easily shoot on something you do not see?&lt;br /&gt;
I find the over-used scout-sniper tactic is a cheap exploit of the X-COM. The tactical game should describe a combat, not a cowardly shooting practice. It would turn into a nice feature, if there would be a penalty of (let us say) -20% to the accuracy of anybody who is firing on a target out of his current sight. This can greatly enhance the tactical depth of the game. (Seb around? ;-) --[[User:Kyrub|Kyrub]] 14:20, 30 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
...discussed [http://www.ufopaedia.org/index.php?title=Talk:Wish_list here]&lt;br /&gt;
&lt;br /&gt;
===Enough Smoke===&lt;br /&gt;
[[User:Seb76#Mods|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
It would be nice to increase the current limit on smoke/fire hexes. This is due to their locations being stored in a small, fixed length array. In effect you can only get about 3-4 smoke grenades worth of smoke or fire on the map at the same time. Being able to use smoke liberally would really open up new tactics. At the moment all you can really do is cover the LZ in smoke when you exit the transport, and maybe cover one advance over open ground. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
:I did something for that on my loader. Heavy testing is required because it is hard to be make sure smoke still works as before (testing is the hardest part actually). [[User:Seb76|Seb76]] 14:09, 18 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alien AI ===&lt;br /&gt;
&lt;br /&gt;
====Aliens better with explosions====&lt;br /&gt;
Partly implemented [[User:Seb76#Bug Fixes|here (waypoint bug fix)]] and [[User:Seb76#Mods|here (Blaster drift)]]. &#039;&#039;(Possibly move this to talk, as notwithstanding these 2 bugs, apparently the Aliens are fairly safe with lethal explosives.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wish that aliens using grenades or blaster bombs or stun bombs (anything that goes boom) would use more sense. They should not want to use items that go boom when they are guaranteed to be caught in the blast radius. The alien can use grenades and blaster bombs by going out of line of sight before the explosion goes off. That may not save them if the explosion blows out the walls. At least it would be less stupid then firing a point blank blaster bomb vs taking 5 steps and setting up another waypoint. Units with morale above 100 or mind controlled should still be suicidal as normal.--[[User:Brunpal|Brunpal]] 13:55, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Actually, the aliens are quite careful with their explosives, they just seem to be prone to the occasional accident. They&#039;re not likely to fire off a blaster or grenade too close to them - as evident by the strategy where if you see an alien with a BB but can&#039;t shoot back, the safest place is to stand next to it. The blaster bomb vertical waypoint fix in the loader also eliminates the &#039;oops&#039; moments where they plot a vertical right angle too close to themselves and there just happens to be a wall to the south. However, they do need more care with stun bombs as you often get to see an alien fire a stun bomb point blank into a HWP parked next to it. But I guess we are talking about three different weapon types here, so they may not be as careful with a standard firearm as they are with grenades and the BB. Wish the Apocalypse aliens at least had as much sense as the UFO/TFTD aliens. In that game, they&#039;re utterly psychotic with explosives and ignore nearby allies. -[[User:NKF|NKF]] 14:34, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind Controlled then Hostile ===&lt;br /&gt;
If you mind control a human (civilians) in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control.&lt;br /&gt;
: Now fixed by the Seb76 loader [[User:Spike|Spike]] 19:13, 11 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Mind Controlled then MIA ===&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
: I believe XComUtil fixes this MIA issue. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
:: XcomUtil 9.6 also restores all DOA if you win to. Not what was intended. This feature has been removed as of 9.7 until I can fix it. --[[User:BladeFireLight|BladeFireLight]] 02:27, 6 January 2010 (EST)&lt;br /&gt;
: Now also fixed by the Seb76 loader [[User:Spike|Spike]] 19:13, 11 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Open Doors But Don&#039;t Enter/Exit ===&lt;br /&gt;
&lt;br /&gt;
Open doors like they do in TFTD (I know this is mentioned above with the good stun grenades idea).&lt;br /&gt;
: Now fixed by the Seb76 loader [[User:Spike|Spike]] 19:13, 11 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Warm Grenades===&lt;br /&gt;
&lt;br /&gt;
Currently when you set the timer on a grenade (or HE pack), the timer runs down every turn regardless of whether the grenade is worn, held, or dropped. Then, when the timer runs out, it explodes unless it is held or worn. There is no real grenade or explosive that works this way. Once the timer (fuse) starts running, they explode regardless. However for most hand grenades, the timer (fuse) doesn&#039;t start until after you throw/drop the grenade. It would be nice to have both of these real world behaviours, and lose the game&#039;s default behaviour. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Technically the way the game implements grenades, they don&#039;t have a timer. At least, not as such. When you set a grenade, the game just assigns it a turn to blow up on. Once the turn has passed, the game checks to see that it&#039;s on the ground and blows it up if it is, otherwise it doesn&#039;t. I believe Seb76 has already addressed this in his patches where there&#039;s an option to make grenade blow up regardless whether they are in inventory or otherwise the moment the timer is set. X-Com Apocalypse does a good job of this. The moment the grenade is so much as moved after the timer is set, it counts down. - [[User:NKF|NKF]] 23:01, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: To simulate an actual timer, you would need to do something like: Every turn that a primed grenade is being held by a unit during the &amp;quot;explode&amp;quot; check, increment by +1 the turn when that grenade is going to explode. [[User:Spike|Spike]] 19:10, 14 September 2008 (PDT)&lt;br /&gt;
:::I think I would change quantity2 ([[OBPOS.DAT]]) to a countdown instead of a turn, and use quantity3 as a flag indicating if the count has started. This flag is set any time a turn ends and the grenade has no owner. Taking it back in your hand once the timer has started won&#039;t help and the thing must be thrown... quantity2 is decreased if quantity3 is set, and the grenade blows up as usual. [[User:Seb76|Seb76]] 01:35, 15 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: That would be great. It would be exactly consistent with a &#039;spoon&#039; type hand grenade. The timer only starts when you release the grenade, but after that it explodes at a definite time regardless of whether you pick it up or not. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Implemented in [[UFO Extender]]. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Category =&lt;br /&gt;
The page needs to be listed in various categories, which ones I don&#039;t know. Also links on other pages to this one would aid people finding it.&lt;br /&gt;
&lt;br /&gt;
: OK how about this one: [[User:Spike|Spike]] 12:21, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oddities and bugs]]&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Wish_List_(EU)&amp;diff=45268</id>
		<title>Wish List (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Wish_List_(EU)&amp;diff=45268"/>
		<updated>2013-03-21T17:30:08Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Change date */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-Com is a great game and as evidence just look to the fact this wiki exists even though the game pre-dates the internet. In all it&#039;s greatness X-Com has some elements and behaviors players wish they could change. This is a repository of those desires. Some day a fan mod may make your wish come true...&lt;br /&gt;
&lt;br /&gt;
= I Wish... =&lt;br /&gt;
State what you want AND what X-com does normally. Sign your name if you think &amp;quot;Oh man! That would be great!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Geoscape and Strategic ==&lt;br /&gt;
&lt;br /&gt;
=== Geoscape Location ===&lt;br /&gt;
&lt;br /&gt;
* X-Com bases only being able to be built within the borders of the Funding Nations. [[User:Amitakartok|amitakartok]]&lt;br /&gt;
&lt;br /&gt;
=== Aircraft ===&lt;br /&gt;
&lt;br /&gt;
==== Smarter Aircraft Movement Around Globe ====&lt;br /&gt;
I wish all craft understood the shortest distance between two points on a globe is a curved path towards the poles. Normally a craft goes in the opposite direction than it should (towards the equator). Pain in the ass when the base in the UK sends a craft to Siberia.&lt;br /&gt;
--[[User:Brunpal|Brunpal]]&lt;br /&gt;
&lt;br /&gt;
==== Smart Interception ====&lt;br /&gt;
&lt;br /&gt;
Aircraft intercepting a UFO just head straight toward the UFOs current position at all times. Unless the UFO is already on a head-on course, this results in the interceptor travelling through a closing parabolic spiral path, and often missing the UFO and ending up in a tail-chase, and then just falling further behind unless the UFO stops or reverses course. This is pretty basic stuff, fighter pilots have known how to do this better for nearly a hundred years. It is particularly important if the aircraft you are trying to intercept is moving faster than you (eg if you are flying an Interceptor). &lt;br /&gt;
&lt;br /&gt;
What is needed is to plot the UFO&#039;s current course and speed (which X-Com has from radar data), and plot an intercept course. The maths for this is pretty easy (the intersection of 2 vectors) and can be implemented in a few lines of code, if we can find out where the current interception algorithm is, and patch it. &lt;br /&gt;
&lt;br /&gt;
Actually the radar bearing shown on screen is only accurate to within 45 degrees. I presume that X-Com does actually know the UFO&#039;s bearing, since it can clearly track the UFO&#039;s movements. Finding where that variable is located might be different. &lt;br /&gt;
&lt;br /&gt;
While we&#039;re at it, it would be nice if the UFO detection information displayed the actual bearing in degrees, rather than just the compass direction (North East, South, etc). &lt;br /&gt;
&lt;br /&gt;
Even if the improved intercept algorithm only used a bearing accurate to within 45 degrees, that would still be better for remote UFOs. You might need to switch to &amp;quot;head straight for it&amp;quot; once you get to very close range. [[User:Spike|Spike]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== All Aircraft Weapons Useful ====&lt;br /&gt;
&lt;br /&gt;
In a balanced game, all weapons should have their uses, or at least a niche, but sadly this is not so:&lt;br /&gt;
&lt;br /&gt;
The Cannon is only useful for shooting down Small Scouts, and even that is practically impossible, due to the difficulty in closing to 10km range with any UFO, particularly the fast-accelerating Small Scout. The fact that its ammo takes 96 hours to arrive, when all other craft ammo types only take 48 hours, is a bizarre anomaly making the Cannon marginally even less useful - particularly since the time you would use it most is at the beginning of the game, when you do not have enough ammunition even to deploy the Cannon you already given. &lt;br /&gt;
&lt;br /&gt;
The Stingray is only really useful for forcing down Small Scouts (it usually avoids destroying them) and otherwise the Avalanche is better in every meaningful way. The Stingray also takes twice as long to rearm for some odd reason, making it operationally much worse than the Avalanche.&lt;br /&gt;
&lt;br /&gt;
The (unmodified) Laser Cannon is inferior to the Avalanche for more or less everything, apart from running cost. It does have a higher payload but this is hardly relevant (except perhaps in allowing the aircraft to remain on station longer, performing multiple engagements before entering the time-consuming refuel/re-arm cycle). If attacking a UFO that you would struggle to kill with Avalanches, you are unlikely to own an aircraft that would survive long enough to inflict more damage than an Avalanche when mounting Laser Cannon instead. &lt;br /&gt;
&lt;br /&gt;
The Fusion Ball Launcher has a [[Talk:Craft_Armaments#Fusion_Balls_better_than_Plasma_Beams.3F|possible niche]] in fighting Battleships when mounted on Interceptors. Even then, it is difficult and expensive to have aircraft configured to fight only one enemy. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the optimum path for craft weapon development is all-Avalanche followed by all-Plasma Beam. This is a shame. &lt;br /&gt;
&lt;br /&gt;
Suggestions to &#039;tune up&#039; the other weapons (see link below for latest suggestions/detail):&lt;br /&gt;
&lt;br /&gt;
*Cannon - Increase the damage to 15 and 50% hit. So at least there is a pay-off if you manage to get in close. &lt;br /&gt;
*Stingray - Raise Stingray accuracy to 80% but drop Avalanche to 60%. Double the rearm rate so it can be reloaded as fast as an Avalanche launcher.&lt;br /&gt;
*Laser Cannon - increase accuracy to 50% and damage to 100. &lt;br /&gt;
*FBL - increase the ammo from 2 to 3. &lt;br /&gt;
&lt;br /&gt;
It might be worth considering &#039;tune down&#039; the Plasma Beam as well, particularly its stand-off range. It seems odd that humans copy alien plasma weapons and right away improve the range. It would be reasonable if the human plasma cannon had shorter range than the UFO plasma cannons, and more consistent with the ranges of other cannon weapons. (One could ask how X-Com even developed a targeting system that is accurate for direct fire at or beyond the extreme range of self-homing missiles - even if the plasma cannon itself is that accurate, how do you exploit that accuracy by aiming it?).&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 04:02, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
An alternative to tweaking the stats, is to tweak the costs. Realistic costs such as $386K for an Avalanche and $125K for a Stingray will put some pressure to use weapons that are cheaper to operate. And XComUtil has an option that substantially increases the effective build costs of Plasma Beams, making them less optimal.&lt;br /&gt;
&lt;br /&gt;
See also: [[User:Spike#Balancing_Aircraft_Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Score for retaliation Battleships===&lt;br /&gt;
&lt;br /&gt;
When a Battleship on retaliation attacks your base and is shot down, you get no score for it. This is completely illogical and it discourages any use of base defences. You should get normal 700 (or even 1400) points for it.&lt;br /&gt;
--[[User:Kyrub|Kyrub]] 14:05, 30 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not sure about this. Yes it&#039;s illogical, but it could also be a licence to get a huge score if you have a strong enough base. [[User:Spike|Spike]] 12:16, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: The impenetrable base setup would turn into a cheat. As the aliens will keep hammering the base with a battleship until one breaks through, you&#039;ll have a steady supply of points without having to really do anything. Some balancing, such as paying to rearm your defence modules, ought to be thrown in to balance things out. -[[User:NKF|NKF]] 23:13, 13 September 2008 (PDT)&lt;br /&gt;
::: A better fix would be to remove the retaliation flag when a battleship is destroyed. If someone can post a savegame with a never-ending flow of base attacks, I may have a look at the fix. [[User:Seb76|Seb76]] 01:05, 15 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::: Ummm, it seems the best solution (I, for one, can&#039;t think of any better), but wouldn&#039;t it assume that only the BattleShip really locates the player&#039;s base? All those scouts for nothing? [Still the best solution, though] [[User:N|n]] 15:01, 16 August 2010 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs  ===&lt;br /&gt;
&lt;br /&gt;
==== The Problem ====&lt;br /&gt;
&lt;br /&gt;
So let me get this straight. The first hybrid airborne weapon that humans ever build, and it immediately outclasses every weapon the aliens ever built, including their Battleship weapon? After all the Aliens have only been building plasma weapons for a few million years, us humans have been doing it for &#039;&#039;months&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
More to the point, once you get Plasma Beams, downing UFOs is like shooting fish in a barrel. Even Battleships aren&#039;t that exciting if you show up with enough ships. &lt;br /&gt;
&lt;br /&gt;
What is needed is to push up the range, damage, and rate of fire of all the UFO weapons, particularly the UFOs you will be fighting by the time you have plasma beams. At a minimum, the weapon on a Battleship should be at least as powerful as, say, 2 Plasma Beams (as found on the XCom craft it is fighting)? Instead of slightly less than half as powerful? Compared to a single Plasma Beam, only the Battleship weapon has better range. It has double the accuracy, slightly higher damage, but half the fire rate. Net 5.7% more firepower than one Plasma Beam, but no match for 2. And the Battleship weapon of course is the most powerful in the alien arsenal. &lt;br /&gt;
&lt;br /&gt;
Possible tune ups for UFOs:&lt;br /&gt;
&lt;br /&gt;
*Battleship - increase to 255 weapon power, improve reload rate to 12 (from 24). Now roughly equivalent to 4 Plasma Beams in total firepower (on Beginner difficulty). Increase range to 69km, so that the Battleship commences fire as soon as an XCom craft begins its attack run. Or better, increase range to 70+km, the limit of the interception window, so that the Battleship starts firing immediately the XCom craft enters air combat range. This would disrupt XCom aircrafts&#039; ability to form up into a flight of 4, prior to commencing their attack. Overall, this would make it much harder to down Battleships. Increasing weapon range to 70+km would also make it much harder to tail a Battleship - manual control in the Geoscape would be needed to hold off outside of combat range. Really, the Battleship should not sit there like a sitting duck. Does it think XCom are friendly?&lt;br /&gt;
*Terror Ship - increase range to 52 (or decrease Plasma Beam range to 42), so stand-off kills are not possible with Plasma Beams?&lt;br /&gt;
*Actually maybe all the larger UFOs should have weapon range 69-70+km, so they behave very aggressively toward XCom craft. &lt;br /&gt;
&lt;br /&gt;
NB: Strange effects occur if weapon range goes over 70km so it&#039;s probably best to leave it at 70km rather than 75km.&lt;br /&gt;
&lt;br /&gt;
NB: Also, changes to rate of fire need to be looked at carefully though because Difficulty Level also reduces reload rate for UFOs. Between Beginner (Difficulty 0) and Superhuman (Difficulty 4), rate of fire (and thus firepower) for Battleships, Terror Ships and Supply Ships increases by 24/(24-4x2=16) or 50%. But if the base reload rate for these weapons was reduced to 12, the transition from Beginner to Advanced would increase firepower &#039;&#039;&#039;three&#039;&#039;&#039; times for these 3 UFOs (less so for the smaller UFOs). It is less risky to increase the weapon power. Unfortunately there are only 2 firepower variables to play with - damage and reload rate - so there are not a lot of options, especially for the Battleship which already has weapon strength 148 out of a probable maximum of 255.&lt;br /&gt;
&lt;br /&gt;
:More detail on this. For Medium Scout, Large Scout and Abductor, with nominal reload rate 48gs, the rate of fire improves +20% between Beginner and Superhuman. For Harvester (32gs) it improves one third. For Large UFOs (Terror Ship, Supply Ship, Battleship - 24gs) the improvement is +50%. [[User:Spike|Spike]] 20:28, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
I think we should assume that the Battleship, which is bigger than the entire XCom base, is engaging XCom craft with its secondary weapons rather than its main armament, which could probably destroy Manhattan with a glancing hit. &lt;br /&gt;
&lt;br /&gt;
I would really like to see the hypothetical Mega-Battleship go up against XCom&#039;s finest - a flight of 4 Avengers armed with dual Plasma Cannon or dual Fusion Ball Launchers. With the Battleship having 70+km range, 255 weapon power, and an effective fire rate on Superhuman triple that of the PB, it would have the firepower of 11 Plasma Beams - 36% more firepower than the whole attacking XCom force combined. To be honest I think that would be carnage, not sure XCom could win. So that would be tuning the Battleship up too much. The 3-fold increase in rate of fire when on Superhuman is just too much. Maybe just max out the damage to 255 and range to 75. This gives a 72% increase in firepower, and a challenging tactical problem for XCom (forming up and approaching under fire).&lt;br /&gt;
&lt;br /&gt;
The smaller UFOs can probably stay as they are. It is not until later in the game that XCom advances so that even large UFOs are easy pickings. What is the crossover point? Maybe the medium UFOs. So it might be good to reduce the reload times of the medium UFOs from 48 / 32 to 24, a good increase in firepower. &lt;br /&gt;
&lt;br /&gt;
In general I think all UFOs energy weapons should have at least as good range as the XCom energy weapons, even the Medium Scout. Again, they have been using these weapons for millions of years and we only just figured out how to copy them from the aliens, how could our weapons be better than the aliens? How did our first plasma weapon out-range and out-perform all but the hugest UFO plasma beam? And on an airframe the size of a Small Scout we mount &#039;&#039;two&#039;&#039; such weapons? On the battlefield we only are able to replicate alien weapons;  how is it that in the air we are able to improve on them &#039;&#039;masssively&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
Perhaps there should never be a stand-off advantage, except possibly with missiles -which should be less accurate with longer range. The XCom stand off advantage is really unfair because as far as I have seen the UFOs never attempt to close to effective range, even when they are getting killed. They don&#039;t break off much, either, though I think I have seen that happen on occasion. &lt;br /&gt;
&lt;br /&gt;
==== Specific Proposals ==== &lt;br /&gt;
&lt;br /&gt;
===== No Standoff Beam Attacks =====&lt;br /&gt;
&lt;br /&gt;
Increase &#039;&#039;all&#039;&#039; UFO plasma weapon ranges to at least 55km (compared to 52km for the XCom plasma weapon). Now only launched XCom weapons (Avalanche and Fusion Ball) have standoff advantage. Probably also reduce the accuracy of the Avalanche to 60% and buff Stingray accuracy to 80%, providing both weapons with a useful niche role.&lt;br /&gt;
&lt;br /&gt;
===== No Standoff Attacks =====&lt;br /&gt;
&lt;br /&gt;
Increase &#039;&#039;all&#039;&#039; UFO plasma weapon ranges to 66km (compared to 52km for the XCom plasma weapon). Now &#039;&#039;no&#039;&#039; XCom weapon has standoff advantage. (The benefit of a longer range weapon is simply spending less time being fired on by the UFO.)&lt;br /&gt;
&lt;br /&gt;
===== Twitchy Aliens =====&lt;br /&gt;
&lt;br /&gt;
Increase all UFO ranges to 69km. They will attack as soon as XCom aircraft commence any attack run.&lt;br /&gt;
&lt;br /&gt;
===== Hostile Aliens =====&lt;br /&gt;
&lt;br /&gt;
Increase all UFO ranges to 70km. They will attack as soon as XCom aircraft enter intercept range. UFOs now fire first, and tailing them unchallenged is impossible. &lt;br /&gt;
&lt;br /&gt;
===== Improved Medium UFOs =====&lt;br /&gt;
&lt;br /&gt;
Reduce (improve) the nominal reload time of Medium UFOs, Abductors and Harvesters, from 48gs and 32gs to 24gs. This increases the challenge in the early-mid game, when XCom might first be deploying advanced weapons.&lt;br /&gt;
&lt;br /&gt;
===== Improved Battleships =====&lt;br /&gt;
&lt;br /&gt;
Increase damage to 255. They&#039;re firing (bigger) Fusion Balls! A Battleship now has the same firepower as one XCom Craft with dual Plasma Beams (gosh wow!). It&#039;s a start, but what if we...&lt;br /&gt;
&lt;br /&gt;
===== Super Battleships =====&lt;br /&gt;
&lt;br /&gt;
... also reduce nominal reload time to 18gs. Giving a further one-third extra firepower on Beginner, 60% more on Superhuman.&lt;br /&gt;
&lt;br /&gt;
===== Mega Battleships =====&lt;br /&gt;
&lt;br /&gt;
... or for a real challenge, reduce reload time to 12gs. A further doubling of the firepower on Beginner - a further &#039;&#039;four&#039;&#039; times increase on Superhuman. Now Superhuman Battleships out-gun the biggest fleet XCom can throw at them!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 00:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: the flip side of this is weakening Xcom craft - apart from firepower issues there is also the issue of range: the ranges of the transport craft are such that really no more than 1 manned base is necessary to cover the globe for terror site defense. Setting e.g. the fuel capacity of the Skyranger to 500 results in roughly 1 base per continent required. This has interesting strategic consequences: need for more bases makes the ecomics more challenging (and thus slows down research). [[User:Emphyrio|Emphyrio]] 08:43, 9 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Enforced Variant Games===&lt;br /&gt;
&lt;br /&gt;
Various people like to play various variant games, such as No Alien Technology, or No Detection, or No Lethal Weapons - see for example Scott Jones&#039; notes to XComUtil. It would be nice to have options on the game executable to enforce these scenarios. Self restraint is hard! [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Some of these variant scenarios have been implemented in [[UFO Extender]] by [[User:Seb76#Mods|Seb76]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Recruit Certain Alien Types===&lt;br /&gt;
&lt;br /&gt;
Consider that not all aliens are loyal to their master (most TFTD alien has a device lodged to its brain), it would be interesting (or at least cool) if we could recuit such aliens to the XCOM cause. Maybe we can remove the controling devices from captive aliens after research on that species. Or convince the head of the Snakemen that it would be far more benefit to his race to help us instead of the Ethereals [[User:L-Zwei|L-Zwei]] 23:25, 12 September 2008 (PDT).&lt;br /&gt;
&lt;br /&gt;
Only certain alien types should be recruitable. Ones that should NOT be include Mutons (as they are directly controlled by Ethereals), Chrysallids (unbalancing), etc. It would be nice to be able to reverse-engineer Cyberdiscs or Sectopods, or make it that a Cyberdisc must be researched to build hovertanks/etc.&lt;br /&gt;
[[User:MagicJuggler|MagicJuggler]] 13:32, 18 September 2008 (PDT)&lt;br /&gt;
: It&#039;s pretty obvious which ones should be recruitable: non-robotic terror units that are captured alive. Chryssalids should simply do melee damage instead of impregnating (as the resulting spawn would not be mind-controlled and therefore XCOM wouldn&#039;t do it). Silacoids would be pretty ineffectual, and reapers slightly less so, but both would be disposable scouts. Celatids might actually have some use (eating through hulls with acid, and arcing over walls) but are fragile. All of these would require capturing a terror alien alive after researching Psi Amp. The two robotic units should require a live alien Engineer researched as well as UFO Construction, and the materials for building one would be one corpse of the appropriate type, Alien alloys and Elerium (to repair and refuel the husk). The Sectopod should probably be nerfed somewhat, so that it isn&#039;t quite so invincible to Heavy Plasma shots - after all, it was probably a twisted and melted modern art piece by the time it finally went down). [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
==== Game option: sell only researched items ====&lt;br /&gt;
&lt;br /&gt;
The fact that you may sell the alien items for the best price once you get them, without any research, is illogical. Such staff would never get on the market, being top secret and potentially dangerous to the humanity.&lt;br /&gt;
&lt;br /&gt;
Selling without proper research does not help the replay value of the game either: once you know the &amp;quot;right path&amp;quot; to get the best items, you simply sell anything else immediately and ignore the unnecessary research. Too easy.&lt;br /&gt;
&lt;br /&gt;
Therefore I wish for this game option: unknown items are sold for 0 (including the alien corpses), the known ones for their full price. This makes the sustainable economics much harder to develop and it gives sense to the &amp;quot;useless&amp;quot; research. Last but not least, it adds a lot of depth to the gameplay: will you choose research of a new weapon you need on the field, or of a mind probe that will earn you millions in sales? --[[User:Kyrub|Kyrub]] 15:55, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I really like this option, it&#039;s a great idea. Makes the game harder and makes it more interesting, more varied. Gives extra value to the otherwise &amp;quot;useless&amp;quot; research paths. Good thinking! [[User:Spike|Spike]] 15:06, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;d prefer that unresearched artifacts/corpses sold for a fraction of their original value (no more than 25%). It makes no sense that nobody would pay to research them for themselves. Additionally, Laser Cannon sell price needs to be nerfed. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
: This would have the added benefit that you would know if it was &#039;safe&#039; or not to sell an item research wise.  Coloring the un-researched items differently on the Sell/Sack screen would be good too ~ [[User:Renegrade|Renegrade]] 13:30, 19 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== New Research Mechanics ====&lt;br /&gt;
&lt;br /&gt;
The above comments spurred some ideas to make the research more realistic and the path to victory less obvious. &lt;br /&gt;
&lt;br /&gt;
For flavor reasons, give research options vague names instead of exact names. This already exists in some research topics, such as &amp;quot;New Fighter Craft&amp;quot; instead of &amp;quot;Firestorm&amp;quot;. So, research topics might read &amp;quot;Alien Hovertank Wreck&amp;quot; instead of &amp;quot;Cyberdisc Corpse&amp;quot;, &amp;quot;Grey Alien Corpse&amp;quot; instead of &amp;quot;Sectoid Corpse&amp;quot; or &amp;quot;Alien Pistol&amp;quot; instead of &amp;quot;Plasma Pistol&amp;quot;. The names would be revealed in the UFOpaedia entry, and certain items would then be renamed as per common sense.&lt;br /&gt;
&lt;br /&gt;
Hide the ranks of aliens in captivity until they are researched (so you&#039;d see Live Grey Alien #1, Live Grey Alien #2 if you had two Sectoids available for research). However, if you happened to have two Soldier ranks in containment, you&#039;d only see one topic. The same rank/race combination would never appear again, but you might have to research several specimens of the same species to get the useful one you want. The alternative would be to have researched Mind Probe, which would tell you exactly what you had in containment (just as it does on the battlefield).&lt;br /&gt;
&lt;br /&gt;
Once an alien or its corpse is researched, then all other instances of that alien or its body are renamed appropriately. For example, research a live Muton and Muton corpses become obvious, and vice versa. &amp;quot;Live Green Humanoid Alien&amp;quot; is also renamed to &amp;quot;Live Muton&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Finally, there should be a few more prerequisites in place to make less useful research more necessary. As someone else has mentioned, you should need a Cyberdisc Corpse to research Hovertanks. I&#039;d also suggest that Psi Amp and Mind Shield require the research of Mind Probe (seeing as both entail scanning for minds as a logical first step), and that Flying Suits require Floater Corpse, Cyberdisc Corpse or a live Floater researched as an additional prerequisite (not Ethereals, as they fly with the power of their huge brains). [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:These are all good suggestions and make a lot of sense. An alternative explanation of the names (seen in some fan fiction) is that these names are not the real names, but are made up by XCom troops based on some limited battlefield experience of them. But revealing the &amp;quot;real&amp;quot; alien race names through Research is a fun idea. [[User:Spike|Spike]] 08:44, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[TFTDextender|TFTD Extender]] now provides options for improvements to the TFTD Research tree, to make research more logical (and less buggy). A similar exercise is possible with UFO Extender now that the location of the Research tree in the code is known. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Dismantle researched items ====&lt;br /&gt;
&lt;br /&gt;
Beginning a research project on an item should immediately remove that item from your storage. Currently it&#039;s possible to begin research on Heavy Plasma and Sectoid Corpse, then immediately sell those items, which makes no sense. Instead, we should assume that the eggheads need to dismantle an item to study it, thereby making it useless.&lt;br /&gt;
&lt;br /&gt;
Completing a research topic on a live alien should create an appropriate corpse in storage, but this is less noticeable. Or do X-Com give all researched aliens diplomatic immunity and $20 for a cab fare?&lt;br /&gt;
&lt;br /&gt;
:+1 to these suggestions. [[User:Spike|Spike]] 16:51, 29 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Manufacture  ===&lt;br /&gt;
* After buying the first cannon or rocket tank, that particular HWP becomes available for manufacture. Accordingly, either must be available for manufacture before laser tanks can be built (the chassis design has to come from &#039;&#039;somewhere&#039;&#039;).[[User:Amitakartok|amitakartok]]&lt;br /&gt;
&lt;br /&gt;
=== Base Managemet ===&lt;br /&gt;
&lt;br /&gt;
==== Inventory management ====&lt;br /&gt;
&lt;br /&gt;
I only want to keep 1 (or 0) sectoid corpse. If I have any more, sell them immediately and automatically.  Sometimes having to sell all the stuff you&#039;ve captured is just a chore.&lt;br /&gt;
&lt;br /&gt;
Also, let me automatically repurchase goods when my stores get too low.[[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Monthly maintenance fees ====&lt;br /&gt;
&lt;br /&gt;
Later in the game, when you are way beyond what the sponsor nations are paying you and are instead selling captured/manufactured items to fund your operation, the end of the month can be a real PITA, because you need to build up a reserve of cash to avoid being shut down for financial problems. (This was worse with the misreported funding bug.)  At the least, show us in one place exactly how much we need to raise at that time.&lt;br /&gt;
&lt;br /&gt;
Or make payments be done on a weekly/daily/hourly/continuously basis.  This also means that I don&#039;t have to pay a same salary to someone who I hire on the 2nd or I hire on the 27th.&lt;br /&gt;
&lt;br /&gt;
Oh, and the cheat of &amp;quot;soldiers/scientists/engineers in flight don&#039;t need to be paid&amp;quot; needs to be squashed while we&#039;re at it.  (But watch out fixing this one without making salary payments continuous; my current strategy is to hire most people just before the end of the month, which I would need to modify to hiring just after the start of the month.)[[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Day Rates ====&lt;br /&gt;
&lt;br /&gt;
Financial planning in the game is distorted by the fact that Engineers, Scientists and Soldiers receive a full month&#039;s pay for their first month, even if they only work one day in that month. This leads to bursts of hiring at the beginning of each month, and worsens the cash squeeze at the beginning of each month. &lt;br /&gt;
&lt;br /&gt;
It would be nice if you could hire personnel at any time during the month, and they would only cost you their hiring fee (one month&#039;s salary in full), plus only as much of the first month&#039;s salary as they actually worked during that first month. [[User:Spike|Spike]] 06:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Change date ===&lt;br /&gt;
&lt;br /&gt;
1999 looks quite silly now, 13 years later and I don&#039;t think mankind has even laser weapons now. So if it&#039;s not hardcoded for some alien actions in further years, I&#039;d move game at least to year 2020, more likely even later. [[User:mikiqex|mikiqex]] 10:30, 12 January 2012 (CET)&lt;br /&gt;
:As a matter of fact, we do have laser weapons now, to some extent: Humvee-mounted ground-to-ground laser, aircraft-mounted anti-ICBM laser and ground-based point-defense laser that can shoot down a variety of incoming ordinance from missiles to mortar shells, all in the experimental phase and expected to hit mass-production in a decade. But yeah, I agree with this suggestion.--[[User:Amitakartok|amitakartok]] 13:30, 21 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Active Alien Bases ===&lt;br /&gt;
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Right now, alien bases don&#039;t do anything aside from increasing alien presence in a region and attracting Supply Ships. This should be remedied and I know just how to do it.&lt;br /&gt;
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* All alien bases have a &amp;quot;readiness level&amp;quot;. Initially, this is at 100% but can be reduced via base assaults. Every alien killed and certain equipment destroyed decreases this level but if the base isn&#039;t destroyed (the mission fails or gets aborted) and subsequent Supply Ships aren&#039;t intercepted/attacked on the ground, then 24 hours after a successful resupply the base&#039;s readiness level will be back at maximum. Then and only then will killed aliens respawn and destroyed/taken equipment get replaced, not before. This reduces the profitability of &amp;quot;base milking&amp;quot; smash-and-grab operations but is not the primary purpose of the mod.&lt;br /&gt;
* Like the name indicates, alien bases should have a more active role. That is, alien bases will frequently dispatch Small and Medium Scouts on Research and Abduction missions, crewed by the same race the base belongs to. How often this happens depends on the base&#039;s readiness level, ie. a busted-up base will be barely hanging on but a fully-functional one will be a real beehive.&lt;br /&gt;
* Optional: if a base is present in a country, it significantly increases the chance of the country being successfully infiltrated.&lt;br /&gt;
* If a base goes unmolested for too long, it will become fortified and spawn two or even three times as many aliens (as many as the tileset allows) plus it takes on a more aggressive role:&lt;br /&gt;
** Launches Infiltration missions into nearby areas.&lt;br /&gt;
** &#039;&#039;&amp;quot;Leave us the [PRESUMED ALIEN EXPLETIVE] alone!!!&amp;quot;&#039;&#039;: if attacked several times in rapid succession (depending on difficulty level; happens after a single invasion attempt on Superhuman), it sends out Retaliation scouts in the general direction the attacks are coming from, looking farther and farther away after every attack.&lt;br /&gt;
** &#039;&#039;&amp;quot;Oh no, you don&#039;t!&amp;quot;&#039;&#039;: if it had been attacked at least once, the base will attempt to intercept X-Com craft passing nearby. It does so by dispatching a scout that follows the intruder at top speed and, once within a certain distance, forces it to engage the UFO in Aggressive mode. If the UFO is faster, all other modes and the Disengage button will be disabled as well. Even if the X-Com craft can run away, the UFO will follow it everywhere unless shot down or the craft lands, in which case the aliens dispatch Retaliation scouts to find the intruder&#039;s homebase.&lt;br /&gt;
** The above three options all make the base more dangerous but will also increase the payoff and provide an alternative to the nerfed &amp;quot;base milking&amp;quot; tactic.&lt;br /&gt;
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I have NO idea if these are even possible but they would be highly interesting.--[[User:Amitakartok|amitakartok]] 17:44, 19 September 2012 (EDT)&lt;br /&gt;
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: +1. This is a great set of suggestions. I think the necessary manipulations of [[MISSION.DAT]] are fairly well understood. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
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== Battlescape and Tactical ==&lt;br /&gt;
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===Equipment Management===&lt;br /&gt;
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All wishes are currently implemented!&lt;br /&gt;
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===Fog of War Improvements===&lt;br /&gt;
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I&#039;m sure most of these would be an absolute PAIN to implement, but I figured I&#039;d toss the ideas out here.&lt;br /&gt;
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====Prior Recon of Battlefield====&lt;br /&gt;
One thing that has always irked me is X-COM has no terrain knowledge when it lands, despite having probably circled the place two or three times before landing and thus they should know at least some of the area.  This would be nice, but isn&#039;t too important.  Probably would be a pain to implement so X-COM would have all knowledge of external features but no knowledge of building interiors, anyways.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:38, 7 August 2008 (PDT)&lt;br /&gt;
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:Yes at the very least, when you splash the UFO, it could tell you (via some miracle technology such as &amp;quot;satellite reconnaisance&amp;quot;) what the terrain type is of the landing zone area. Then you could adjust equipment accordingly. And adjust your uniform camouflage (if using one of the uniform mods). [[User:Spike|Spike]] 12:16, 3 September 2008 (PDT)&lt;br /&gt;
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:: Geoscape: center on the site, then maximum zoom. Aside from having to disambiguate forest from jungle, this works fine for knowing the exact terrain you&#039;re getting into. -- [[User:Zaimoni|Zaimoni]] 10:17, 4 Sept 2008 (CDT)&lt;br /&gt;
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:::This is already present in the game.  To center the Geoscape on a specific location, right-click on the target spot.  To do maximum zoom in, right click on the Zoom-In button(and the same works for Zoom-Out).  Also, Jungle and Forest use the same display algorithm, but are easy to differentiate; Forest occurs NORTH of the equator, and Jungle occurs SOUTH. [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:23, 4 September 2008 (PDT)&lt;br /&gt;
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:Returning to AQ&#039;s original suggestion, it wouldn&#039;t be too hard would it for the dropship to &amp;quot;radar map&amp;quot; the target, and then have the basic map show up on your scanner on Turn 1? [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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====Dynamic Fog====&lt;br /&gt;
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The Fog of War in X-COM is clumsily implemented, compared to modern expectations.  Everything starts out black, but after exploring, is shown...and it&#039;s kept in the same showing, regardless of whether you actually have LoS to that area anymore.  It would be nice if when you no longer had Line of Sight to a particular map area, it would be cloaked in a way so that you knew the terrain, but not the units there.  Since I&#039;ve sometimes spent over half an hour trying to hunt down that last alien hiding in area I&#039;d already explored.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:38, 7 August 2008 (PDT)&lt;br /&gt;
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:Maybe greyscale explored but out-of-LOS areas?--[[User:Amitakartok|amitakartok]] 17:45, 19 September 2012 (EDT)&lt;br /&gt;
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====Deactivate Object Radar====&lt;br /&gt;
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Currently, in X-COM, any objects dropped in a given square show on your Battlescape, regardless of whether you have Line of Sight to the square or not.  In regards to dropped weapons/grenades/equipment/dead soldiers/dead aliens, this doesn&#039;t make a large difference.  But in the case of STUNNED aliens, a quick scan across the Battlescape can tell you whether the alien you stunned 10 turns ago is still down, or stood back up(the stunned alien object will disappear from the stack).  Of course, since aliens which have revived from stun are almost always disarmed(and the ones that aren&#039;t probably should&#039;ve been killed instead), the usefulness of this &#039;exploit&#039; is reduced mainly to finding out that the last alien you&#039;re looking for is just wandering aimlessly and unarmed.  Perhaps leave stacks showing the same until you regain LoS to that area? [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:38, 7 August 2008 (PDT)&lt;br /&gt;
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====Crushed Buildings====&lt;br /&gt;
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Why don&#039;t we see any crushed or destroyed buildings? Does a UFO always fall like a rock, perpendicular to the ground? No marks on the ground? Such impact would do massive damage to the land (a small meteor can do much if it has a high speed...). (Also, at the [debatedly] &amp;quot;real&amp;quot; UFO crash zones UFO parts were scattered over miles)&lt;br /&gt;
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I&#039;d like to see chopped buildings, entering UFO&#039;s through a barns; entering an abductor from a immediate house&#039;s roof if I have plasma and no flying suits yet. - [[User:N|n]] 15:01, 16 August 2010 (GMT+1)&lt;br /&gt;
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: The Pocket PC remake of the game did this, though it seems the site it concern has vanished off the face of the net. Could probably find a copy if you&#039;re interested.&lt;br /&gt;
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: By the way, you can generate a time/date stamped signature by typing four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). - [[User:Bomb Bloke|Bomb Bloke]] 23:04, 16 August 2010 (EDT)&lt;br /&gt;
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:: Amazingly enough (is it Truman Show of me or just a coincidence :)?), my GF found a low-tech palmtop (with/in a case)... on the pavement. With no personal data and means to find the owner; when I laid my hands on it, I actually found and installed Ufo:EU there, but it wouldn&#039;t run :(. [And thanks! again for the 4 tildes name/timestamp trick] - [[User:N|n]] 19:18, 18 August 2010 (EDT)&lt;br /&gt;
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===Restore Game from Battlescape===&lt;br /&gt;
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It would be nice to be able to reload a saved game directly from the Battlescape &amp;quot;?&amp;quot; screen, rather than having to go through the process of Abandoning to the Geoscape. Would you need to check it was a Battlescape save and not a Geoscape save? Maybe, maybe not. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
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===Grenades===&lt;br /&gt;
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*Stun Grenades: I want flashbangs.--[[User:Brunpal|Brunpal]] 22:59, 11 September 2008 (PDT)&lt;br /&gt;
:Instead of stunning, I&#039;d see more effect if it would remove some TUs to units having line of sight (to be fare it should affect xcom units too). It would help against reaction fire (which is the point of flashbangs). Given that grenades detonate at the end turns, it would require a good coordination to have the grenade detonate exactly at the end of the alien turn, and just before your attack. Being able to open doors à la xcom2 would also help to throw flashbangs just before a craft assault... [[User:Seb76|Seb76]] 22:03, 12 September 2008 (PDT)&lt;br /&gt;
::That would be good. Hard to program, potentially extremely unbalancing, but good. I considered a &amp;quot;debuff&amp;quot; kind of ability (as you suggest) for flashbangs, vs the more obvious substitution of [[stun]] for [[Explosions|HE]] damage. In the end, I picked &amp;quot;I want flashbangs.&amp;quot;--[[User:Brunpal|Brunpal]] 03:32, 13 September 2008 (PDT)&lt;br /&gt;
: Maybe flashbangs dont&#039; work on Aliens - otherwise, XCom would use them, right? :) But seriously, I too would like flashbangs, and stun grenades / concussion grenades. Both of these would make the game easier, though. With flashbangs, you might have to compensate by just giving the aliens more TUs. [[User:Spike|Spike]] 13:33, 13 September 2008 (PDT)&lt;br /&gt;
::More options for the player is going to make it easier for any kind of game. Particularly of games like XCOM where the computer can&#039;t take advantage of the changes. However I don&#039;t believe a weak stun grenade (like 44 stun damage, comparable to AC-HE) would change the game much because the 80 item limit remains.--[[User:Brunpal|Brunpal]] 22:21, 13 September 2008 (PDT)&lt;br /&gt;
* Rudimentary IFF recognition in proximity grenades, ie. it checks the unit ownership variable (the same one that gets flipped during mind control and used to cause the Hostile Civilians bug) of everyone who wanders into its sensor range and only explodes if it doesn&#039;t match the ownership of the unit that threw it. Naturally, it would be fooled by mind control and would also blow up civilians but it would minimize mine-related friendly fire...&lt;br /&gt;
:: ...which makes me wonder: if a proxy kills a friendly unit, does it count as friendly fire caused by the guy who planted the proxy? If not, would you make it so, just for the hell of it? [[User:Amitakartok|amitakartok]]&lt;br /&gt;
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===Night Vision===&lt;br /&gt;
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I &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; want to add night vision equipment to the game. I assume that either (1) all XCom units already have night vision gear as standard, but it&#039;s not as good as alien night vision, and the visibility that XCom units have at night is based on their standard-issue night vision gear, or (2) night vision gear does not work on Aliens. Either they do not appear on night vision, or maybe worse - maybe the aliens can manipulate night vision equipment, causing worse than normal vision, or hallucinations, and even tricking XCom units into firing on each other. [[User:Spike|Spike]] 13:33, 13 September 2008 (PDT)&lt;br /&gt;
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:Wouldn&#039;t it be nice though if it had gradients other than &amp;quot;day: 20 squares&amp;quot; &amp;quot;night: 9 squares&amp;quot; ?  Like.. &amp;quot;early morning/late evening: 10-19 squares&amp;quot; ? I find the cut off from full daylight to full night kinda disturbing.  ~ [[User:Renegrade|Renegrade]] 10:41, 19 August 2010 (EDT)&lt;br /&gt;
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:: I originally thought of this when dreaming of a Stargate-themed patch for X-COM -- but what about enemies that are invisible unless you are facing them while wielding a certain weapon designed to spot them?  (Stargate fans: I&#039;m thinking of the TERs.) [[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
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===Throwing over stuff===&lt;br /&gt;
&#039;&#039;&#039;(Moved to Talk, as this is not a bug and so does not need fixing.)&#039;&#039;&#039;&lt;br /&gt;
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===Assault Time Limit===&lt;br /&gt;
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One of the cool things about UFO Defence is there are no time limits on the scenarios. This is great as it allows for a totally different kind of tactics and much more flexibility. &lt;br /&gt;
It&#039;s more of a &amp;quot;thinking man&#039;s game&amp;quot; as a result. But... arguably this is not very realistic for UFO Assault missions. If the Aliens are getting creamed, they should try to make a getaway if they can (just like XCom would). A simple way to implement this would be a hard time limit (say 20 turns?) on a UFO Assault. Another way would be to base it on Alien Morale. At a certain Morale level the aliens decide to dust off. Give the player say 3 turns warning while they rev up  the engines. Then if there is still a Navigator or Engineer in the Control Room alive, the ship takes off. Any XCom troops still aboard are MIA. &lt;br /&gt;
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You might run into problems if the UFO took off but then landed again or was shot down, generating another ground mission with potentially &#039;&#039;&#039;more&#039;&#039;&#039; Aliens than were still alive at the end of the Assault. (Still, maybe they hatch some more clones if they get time to....) [[User:Spike|Spike]] 09:51, 4 September 2008 (PDT)&lt;br /&gt;
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: It strikes me as justified they don&#039;t do that. Troops loose in the vessel could be seriously bad. It would be nice if they dusted off on the condition that their morale was low enough or 3 X-com soldiers had the door in their sights without aliens alive outside in the latter case and no X-com soldiers on board in either case. also, if the UFO has a hole in either the command or engine room, it would have to set down before leaving the atmosphere. [[User:(name here)|(name here)]]&lt;br /&gt;
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Taking off with troops onboard would be perfectly safe (for the aliens) and justifiable if one assumes that alien ships in flight are inherently inhospitable for humans.  This is easily done by saying that they undergo accelerations that humans can&#039;t withstand (splat), can&#039;t withstand for any length of time (pass out), or that they intentionally make rapid accelerations in different directions, either normally or just if they&#039;re trying to bash some intruders around.  Naturally, the aliens themselves would either be immune to these (tough physique / their built-in antigrav devices?), or be in acceleration chairs, safe from all this.&lt;br /&gt;
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Alternatively, when you get the warning that the UFO is going to take off, you&#039;ve got a certain amount of time to either get everyone &#039;&#039;&#039;off&#039;&#039;&#039; the UFO, or to get everyone &#039;&#039;&#039;on&#039;&#039;&#039; it (or as many as you can).  There could be a follow-up mission that takes place in &amp;quot;sky&amp;quot; terrain, where the outdoors is either impassable (the easy way) or else instantly withdraws units from combat (flying suits / parachutes).  The soldiers&#039; goals would be to either take out the aliens and presumably safely land and salvage the UFO, or take out the UFO&#039;s means of flying (power cores / navigator?).  In the latter case, they might have a certain number of turns to withdraw or be caught in the crash, with possible casualties just like the aliens, mitigated to some degree by their armour and maybe where inside the UFO they are.&lt;br /&gt;
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In the case of a crash, there could be a final mission to finish off the surviving aliens, using the X-COM soldiers that survive the crash, and no landing craft (it&#039;s still back at the old landing site).  Alternatively, you could say that there &#039;&#039;&#039;is&#039;&#039;&#039; an X-COM landing craft parked outside (with all remaining members of the original landing party), since the in-flight time / distance was presumably low and the original X-COM craft quickly packed up and flew to the new landing site. &amp;amp;mdash; [[User:Wisq|Wisq]] 17:11, 18 April 2010 (EDT)&lt;br /&gt;
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Either side could try bringing in reinforcements -- if I can bring two interceptors to a fight in the sky, why can&#039;t I bring two troop transports?  This starts to get complicated, but it&#039;s come up in discussion of making X-COM into an onlime multiplayer game... :) [[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
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===Alien AI===&lt;br /&gt;
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*Aliens cannot pick up items, but I wish they would. If an alien has no useful weapons in inventory they should either head for cover or head for a plasma weapon. Panicked aliens drop their weapons but never seem to pick them up when they managed to pull themselves together. It would be nice if they tried to arm themselves again. --[[User:Brunpal|Brunpal]] 13:55, 19 September 2008 (PDT)&lt;br /&gt;
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:Even if it&#039;s too hard to make aliens head towards weapons (is it safe?, could it be used to trap them, not to mention the complexities of route finding) - it would still be good if an unarmed alien checked for usable weapons in every square it moved through, and at least picked up one loaded weapon or grenade per turn. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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:Fixing the AI for this could be really hard. Apart from all the possible exploits by XCom, the AI is probably a really hard part of the game to reverse engineer. You could say that an unarmed alien is no threat anyway (we are only concerned about aliens without psi or built in weapons). So nothing is lost even with an exploitable method of re-arming. By exploitable I mean the XCom player can manipulate re-arming, e.g. by leaving weapons out in the open as bait for traps. &lt;br /&gt;
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:Maybe the simplest modification would be to &#039;&#039;not&#039;&#039; drop weapons when the alien panics? This does not require delving in to the AI, just intercepting the panic effects. Dont make aliens drop any weapons when they panic. It would be reasonable to return the weapon in hand to inventory, so there is a TU cost for the alien to bring the weapon back into play again. &lt;br /&gt;
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:This would not work for aliens who were stunned and wake up, or who were mind controlled by XCom and made to drop their weapons. But it would probably catch 80% of cases. &lt;br /&gt;
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:Another cheat, short of fixing the AI, is just to pick up weapons that the alien walks over. It could also pick up &amp;quot;spare&amp;quot; weapons from adjacent aliens (cheating on TUs - basically just teleporting the items to the unarmed alien). Spare alien weapons are almost invariably grenades. I have not had a lot of success in getting unarmed aliens to use grenades, so more research is needed here. Maybe only certain types of aliens use grenades, or only in certain circumstances?&lt;br /&gt;
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:Really, really cheating would be to teleport any weapon laying around the battlefield into the alien&#039;s inventory. But I think it is more fair just to say panicked aliens dont drop their equipment. [[User:Spike|Spike]] 16:13, 13 February 2010 (EST)&lt;br /&gt;
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:Interesting research! [[User:Volutar |Volutar ]] found a disabled function in the code that makes aliens pick up items! [[Talk:OBDATA.DAT#Field_0x2D]]&lt;br /&gt;
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* Depending on the aliens&#039; intelligence stat, they can deliberately blast away cover with autofire if they saw any of your soldiers taking cover behind it. They already sort-of do this with grenades but not with other weapons. [[User:Amitakartok|amitakartok]]&lt;br /&gt;
* Aliens actively using [[Scouting#Scout/Sniper Tactics|sniper-spotter tactics]], taking the high ground whenever possible. [[User:Amitakartok|amitakartok]]&lt;br /&gt;
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==== End Psi Bullying and Psi Baiting ====&lt;br /&gt;
When the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
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: Not a bad idea to randomise this a bit, because while initially this tactic helps the aliens, it becomes so predictable that it can be used against them by deploying unarmed &amp;quot;Psi Bait&amp;quot; soldiers to draw off all the attacks. (Or make aliens avoid controlling/panicking soldiers who have no loaded weapons. But then folks would just give them pea shooters and wear armour.) [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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=== 80 Item Limit on Base Defense Mission ===&lt;br /&gt;
: Well you get the 80 item limit on every mission, but it hurts more on a Base Defence as you have more limited ability, or sometimes no ability, to manage what goes into those 80 items. I was thinking about a couple of (theoretical) ways to fix this and I hit on a new one (new for me anyway): Why not take the 80 items from the Transport(s), first Transport then second Transport until you run out of items or hit 80. This has a few benefits:&lt;br /&gt;
:* Ready made interface to manage the 80-item limit, the Stores &amp;lt;&amp;gt; Craft (Equip Craft) Screen.&lt;br /&gt;
:* If you have no warning at all, the 80 items will probably make good tactical sense in general terms, even if they are are not totally optimised for Base Defence (no proximity mines, etc).&lt;br /&gt;
: I think that copying the Transport inventory into the Battlescape inventory would be relatively to implement (though what do I know?). As a simplification, you could move only the inventory in the &#039;&#039;first available&#039;&#039; Transport that is present in the Base, into the Battlescape, and not bother looking in more than one place (other Transports, Base Stores) to get up to 80. It would then be a bit of a drag if your Transports are all out on a mission when your Base gets attacked though. Or perhaps inspect the inventory of Transport 1 (wherever it is in the world), and then attempt to copy its inventory, using equipment present in the Base?&lt;br /&gt;
: Another way of doing it which has been mentioned elsewhere is to try to reverse the order of the items in the Stores list. This has the effect of putting the more advanced weapons first, rather than the more basic weapons. There could be all kinds of unwanted side effects of this, depending on various programming issues.&lt;br /&gt;
: Actually there is already a fix for the 80-item limit in XComUtil. XComUtil records a standard assign weapon set for each of your troops, and then teleports those weapons to the Battlescape from your Base Stores, regardless of the 80-item limit (but still subject to the Battlescape&#039;s 170-item limit). Not 100% sure if this works for Base Defence missions though. &lt;br /&gt;
:[[User:Spike|Spike]] 13:22, 24 November 2008 (CST)&lt;br /&gt;
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=== Collision Detection Bugs ===&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
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=== Base Defence Systems Cause Alien Casualties ===&lt;br /&gt;
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I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
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: The general view is probably that Base Defence missions are a boon to XCOM already, so why make them any easier. At very least there would need to be more damage to the loot than there was to the Alien&#039;s combat effectiveness, otherwise this unbalances the game in favour of XCOM. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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=== Alien vs Alien ===&lt;br /&gt;
This one is way out there. Alien v Alien battles out with main game, just random battlescape maps. Sectoid and their terrorists against Floaters and theirs etc. One side human controlled the other computer. Choice of ships involved etc. &lt;br /&gt;
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:I actually love this idea. It might just about be possible using XComUtil, if someone is a total XComUtil guru.&lt;br /&gt;
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----&lt;br /&gt;
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There was a utility to do this from Devisraad. it has long since been removed from his site, but someone may still have it. The basics was you renamed unit and it automatically replaced graphics flag to swap out the units. Didn&#039;t work on the Large Aliens but still was a fun mod  --[[User:BladeFireLight|BladeFireLight]] 02:20, 6 January 2010 (EST)&lt;br /&gt;
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=== Aircraft in Base Defence Battlescape ===&lt;br /&gt;
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New graphics for the Interceptor and Firestorm on the battlescape. All your ships could remain in their hangers when the aliens attack your base. Don’t understand why Mythos did not do this originally.&lt;br /&gt;
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Simply for one reason: the limit on the size of the battlescape. UFO maps are usually limited to 10000 tiles (50x50x4), on Bases you have 9600 (60x60x3), the last level one being dirt. You need 3 levels to display X-COM craft. [[User:Hobbes|Hobbes]] 14:28, 23 September 2008 (PDT)&lt;br /&gt;
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Could you not do it but clip off the top level of the craft - leaving the ground level and &#039;deck&#039; level? It would be a cool terrain area to fight in. I like the fact that in TFTD you can still see your subs during a base defence. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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It is possible to edit the map files to include the Skyranger, but you&#039;ll have to use Xcomutil to play with that terrain and I think it would never launch during base defense missions (but I&#039;m not sure on that - never tried editing the X-COM base terrain). [[User:Hobbes|Hobbes]] 19:25, 4 December 2009 (EST)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
This could be done by creating new &amp;quot;hangar&amp;quot; map modules, each containing one of the five possible X-COM craft. Bung the modules into [[GEODATA.DAT]] at index 0C, and you&#039;re done. The catch is you can&#039;t have all craft or the MCD array will overflow. The base terrain uses ~160 tiles as it is (out of the max of 256), while the craft use about 60 each (on average). Putting them all in would take the table above 300 entries (that is to say, the game&#039;d crash).&lt;br /&gt;
&lt;br /&gt;
&#039;Cause XcomUtil already provides us with an Intercepter design made up of SkyRanger parts, I suppose the way to go would be to only implement those two craft. If you have any alien technology ships, they could either be left out (&amp;quot;they were fast enough to escape&amp;quot;) or rendered as SkyRangers.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that bases are made up of two levels, not three. Luckily, all the craft are only three levels high, so cutting out the landing gear still works. - [[User:Bomb Bloke|Bomb Bloke]] 19:56, 4 December 2009 (EST)&lt;br /&gt;
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Very true about the MCD limit, that&#039;s why I only mentioned the Skyranger but the Interceptor could be added as well (and would not make much sense to have your first defense mission with a nice Avenger parked on the hangar while your Interceptors are being blow to bits by Battleships). The bases are 3 levels but you can only modify two of them. The game engine automatically adds a layer of &#039;dirt modules&#039; either at top or bottom. Hmmm, this just gave me an idea for the wish list... [[User:Hobbes|Hobbes]] 20:29, 4 December 2009 (EST)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
Both alien and X-Com bases &#039;&#039;are&#039;&#039; only two levels. There must be something screwy in your game; XcomUtil maybe?&lt;br /&gt;
&lt;br /&gt;
It occurs to me that removing landing gear and stuff might make it &#039;&#039;just&#039;&#039; possible to jam in the Lightning tiles as well (as the MCD requirements would also shrink slightly). That&#039;d make it possible to add the Firestorm, too. Seems a shame to get that far then leave out the Avenger, though...&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:30, 4 December 2009 (EST)&lt;br /&gt;
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Nevermind, I completely misread your previous post. Yes, they are two levels only, could be Xcomutil that adds the 3rd level.&lt;br /&gt;
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- [[User:Hobbes|Hobbes]] 22:30, 4 December 2009 (EST)&lt;br /&gt;
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----&lt;br /&gt;
You may be able to get 3 levels in an X-Com Base but not 4. EU has a smaller amount of memory alocated. I dont know the limit but 60x60x4 will crash EU. TFTD has no problem --[[User:BladeFireLight|BladeFireLight]] 02:25, 6 January 2010 (EST)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
I got partway through this and then decided to change my methods entirely and start from scratch. So I thought I might as well post my progress anyways, as it&#039;s already about on par with the crude TFTD implementation: You always have the same craft appear in your hanger regardless of what is (or isn&#039;t!) there.&lt;br /&gt;
&lt;br /&gt;
[[Image:Skyranger In Hanger.rar]]&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:40, 17 December 2009 (EST)&lt;br /&gt;
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----&lt;br /&gt;
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Hey BB, a while ago I have modded the plane terrain files so that the Skyranger appears facing east instead of south. If you want to use that one (to make it a little different) let me know. [[User:Hobbes|Hobbes]] 08:23, 17 December 2009 (EST)&lt;br /&gt;
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----&lt;br /&gt;
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Thanks, but don&#039;t worry about it for now: it&#039;ll make the MCD arrays larger still, so I&#039;ll consider it when I get all the other stuff done. &lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 17:01, 19 December 2009 (EST)&lt;br /&gt;
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The completed mod is now included in my toolpack. As usual, I&#039;ve only done cursory testing on it, but I&#039;m pretty sure it&#039;s stable enough. &lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 06:40, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Fixed firing TUs ===&lt;br /&gt;
&lt;br /&gt;
Something that always bugged me was how the weapons used percentages for firing TUs. It doesn&#039;t make sense that the faster a soldier got, the longer it would take to fire a weapon.&lt;br /&gt;
: This is because you can&#039;t fire an automatic weapon any faster than it will shoot. However, it otherwise makes minimal sense, as you point out. I suggest two alternative solutions. Firstly, that only automatic fire modes use a fixed percentage of a soldier&#039;s time units, and other modes use a fixed number of TUs. This would entail the newer soldiers spraying and your most elite taking fast, selective single shots. The alternative is that each firing mode for each weapon entails its own formula (revealed in the UFOpaedia but essentially hidden during the battlescape) along the lines of &amp;quot;X% of TUs + Y TUs&amp;quot;. Snap fire would be a low % of total plus a low fixed cost, Aimed would be a low % of total with a high fixed cost, and Auto would be a high % of total with a low fixed cost. While this is somewhat complex, in-game you wouldn&#039;t have to worry, and it accounts for what can be reduced (i.e. aiming speed) and what can never be improved by a soldier (i.e. cyclic rate of fire or time for a missile to lock). [[User:Stubbs|Stubbs]]&lt;br /&gt;
:: These observations are very sensible. However we also need to consider the impact on game balance. If you implement this in an even-handed way, alien rates of fire will increase as they have high TUs. Or, if you fudge it so that alien rates of fire remain the same, then X-Com&#039;s advantage will increase as the game progresses. Neither of these are desirable. It would be extremely hard to implement this and still maintain game balance. [[User:Spike|Spike]] 08:41, 1 September 2009 (EDT)&lt;br /&gt;
:::Each turn has the exact same duration, but is divided into TUs separately for each soldier. That&#039;s a simplification that works well in a turn-based game and reflects the fact that a soldier is fast or slow. However, weapons need to be aimed and will not fire faster than normal, thus they require a fixed percentage of the turn duration. In other words, soldiers gain movement speed, but fire at the same rate. This is both desirable and logical, just not self-explanatory. Thus, I would definitely stick to how TUs consumption is solved currently. [[User:mingos|mingos]]&lt;br /&gt;
&lt;br /&gt;
=== In-flight Interception ===&lt;br /&gt;
&lt;br /&gt;
Yes, I know that this idea is nigh-impossible, but I was thinking, wouldn&#039;t it be awesome to infiltrate a battleship, kill the aliens inside and escape, with the geoscape being shown zooming past underneath? Also, in a similar vein to the &amp;quot;aliens dust off after 3 turns&amp;quot; idea, after killing the aliens ( or blowing up the power cores, maybe?)you would have to get as many troops as possible to the drop ship in 3 turns(in retrospect I guess that you could only do this with the Lightning because of the doors) or the ship crashes and all troops not in the dropship are missing in action. Yes, this idea is impractical and would be really hard to program, but the idea of blowing a UFO up from the inside just seems epic to me. [[User:WolfenMage|WolfenMage]]&lt;br /&gt;
&lt;br /&gt;
=== Impose cost to using Psionic attacks===&lt;br /&gt;
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I think everyone agrees Psi attacks are too powerful. I would propose to impose a cost to using Psionic attacks. This could take the form of decreasing the physical stats after using a PSi attack (after all all: the psionic races are physically weak). This could for example lead to a soldier becoming a weakling or even fainting or dying from using psi-attack. Another possibility is to decrease mental stats (in this case the ratio would be that humans are not really being adapted to psi: you could be expected to go crazy playing mind games) leading to a decrease in psionic powers or maybe panicking or beserking the soldier using psi. Together with  limiting psi attacks of MCed units proposed elsewhere this would rebalance the later game somewhat... [[User:Emphyrio|Emphyrio]] 07:22, 9 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: [[UFO Extender]] implements some limitations on X-Com use of Psi, making attacks Line of Sight based. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Make losing a base less costly ===&lt;br /&gt;
&lt;br /&gt;
My friends would often quit and reload after losing a base because it was so costly.  It should definitely be a kick in the teeth, but even the game text suggests some ways you can recover:&lt;br /&gt;
1. Scientists and engineers have already been evacuated -- on a defense loss, let me transfer them to bases with open living quarters.&lt;br /&gt;
2. Likewise, move any ships at that location to another open hangar.  (Maybe doing this requires that I have gotten advanced warning of the attack.)&lt;br /&gt;
&lt;br /&gt;
: You can do all of this immediately prior to the attack, which is a small trade off if you win and a great benefit if you lose. I&#039;m not sure you should be able to do it for free, at the instant of losing, and keep your options open until the last second. I think the game is fair and balanced as is. Well OK, maybe an option to do transfers after seeing the Base Attack screen, but before combat, would be user-friendly - it is sometimes hard to get to the Base screen fast enough to perform an evacuation before the base assault starts. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
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=== Have captured aliens be present in base defense ===&lt;br /&gt;
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The alien containment unit could have all my captured aliens present in jail cells. But this requires other things to happen first.&lt;br /&gt;
&lt;br /&gt;
On one hand, I think it would be cool if the attackers can rescue their friends and bring them into battle.  So aliens would need to be able to pick up weapons.  Psi powers would suck -- it would seem nuts if a captured ethereal suddenly started brainwashing my crew right away.  Maybe they all start with -50 stun, or maybe (can we do this?) psi-powered enemies have it disabled if they start the game captured.&lt;br /&gt;
&lt;br /&gt;
Another issue is that each containment supposedly holds 10 aliens according to the game text, but there is no real limit in the game. Maybe we fix that 10-limit bug (which would mean that we would need to be able to kill overflow aliens), maybe we only take the first 10. And it definitely runs into tile issues.&lt;br /&gt;
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Would the enemies in containment need to be killed/re-stunned to end the mission? Maybe being in a locked jail cell automatically counts as captured.&lt;br /&gt;
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:The problem here is that Alien Containment works entirely differently from how it&#039;s stated.  Alien Containment is instead a file of aliens captured with, IIRC, 50 slots, and it is shared across ALL bases.  So you&#039;d have to figure out some way to change the file to flag aliens as &#039;belonging&#039; to a specific base.  And of course, on higher difficulty modes, the aliens and their terror units already spawn most or all of their UNITPOS.DAT slots anyways. [[User:Arrow Quivershaft|Arrow Quivershaft]] 08:19, 12 January 2012 (EST)&lt;br /&gt;
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=== Grenade Launchers ===&lt;br /&gt;
Is the US army being obstructive?  Why can&#039;t we buy M79s or M203s?  Shooting a grenade through a wiindow/gap is sorely missing, because of the need to arc.  There is the small launcher, but that stuns.  30mm grenades come in HE, WP, Smoke, Incendary, AP and flechette (think shotgun with a 30mm bore!)&lt;br /&gt;
&lt;br /&gt;
:They&#039;re not being obstructive, in fact they gave us automatic and semi-automatic grenade launchers, which we call the Auto Cannon and Heavy Cannon. See [[Realistic Equivalents#Weapons]]. [[User:Spike|Spike]] 17:46, 20 March 2011 (EDT)&lt;br /&gt;
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::In that case, why not make the Heavy Cannon and Small Launcher fire in a ballistic trajectory, a la Celatid spit? It would make the HC even more useful until the advent of the Blaster.--[[User:Amitakartok|amitakartok]] 17:45, 19 March 2013 (EDT)&lt;br /&gt;
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=== 80 item limit ===&lt;br /&gt;
The space available should be treated more logically; using the system base stores does.  At the moment craft treat 1 heavy weapon as the same size as 1 grenade.&lt;br /&gt;
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== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
===Fix All Bugs===&lt;br /&gt;
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Oh no [[User:Seb76#Bug Fixes|Seb76]] already did this! :) [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
= I Wished (And My Wish Came True)... =&lt;br /&gt;
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== Geoscape and Strategic ==&lt;br /&gt;
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=== Fuel Ready always ===&lt;br /&gt;
[[User:Seb76#Mods|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
I wish that I could send out craft at any fuel or ammo level. Normally craft can only leave a base if fully &amp;quot;ready&amp;quot;. Craft is only &amp;quot;ready&amp;quot; at 100% fuel (or 0% fuel using an exploit) but there&#039;s no logical reason why a full tank and full ammo is required. Fully repaired... that&#039;s fine. I can live with pilots refusing to fly a plane missing a wing even if it means England is lost to aliens. 15 hours to fill a tank? Retarded but I can live with that too if I can send out a craft at 20% fuel.&lt;br /&gt;
--[[User:Brunpal|Brunpal]]&lt;br /&gt;
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:Actually, many modern aircraft &#039;&#039;&#039;do&#039;&#039;&#039; require the fuel tanks to be full on takeoff, and fairly empty on landing.  The weight of the fuel is figured into the takeoff aerodynamics, and the tank being full prevents fuel &#039;sloshing&#039; in the tanks and not actually making it to the engine.  (Conversely, many aircraft need to have dispensed of much of that fuel weight before landing.)  This holds for most runway-takeoff craft, but may not apply to anything with VTOL capacity; I&#039;m unsure there.&lt;br /&gt;
&lt;br /&gt;
:I do agree that non-full weapons aren&#039;t as critical, though.  But from a logical standpoint, most modern aircraft should not be launched on an empty fuel tank.  I also should noted that an Elerium-fueled craft with [[Known_Bugs#Elerium-fueled_Craft_Bug|50% fuel or less remaining]] will automatically return to base, regardless of distance from base.  Of course, given that such craft fuel up quickly, its less of an issue there. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:05, 7 August 2008 (PDT)&lt;br /&gt;
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:Hum, maybe you can try [[User:Seb76#Mods|this]]? [[User:Seb76|Seb76]] 13:01, 8 August 2008 (PDT)&lt;br /&gt;
::Thanks! But I can&#039;t try it. I&#039;ve not been able to get my copy of Xcom to run properly except on a Win98 install. VC2008 requires a more modern OS. I&#039;m sure I could &#039;&#039;eventually&#039;&#039; figure out a way to get it running, but I tried once and wasted too much time before giving up.--[[User:Brunpal|Brunpal]] 14:45, 8 August 2008 (PDT)&lt;br /&gt;
:AFAIK VC2008 binaries should run OK on Win98 as long as the runtime is deployed. Anyway, the loader uses CreateRemoteThread API which is not available in Win98 so don&#039;t even bother. &#039;&#039;&#039;However&#039;&#039;&#039;, you can manually patch the binary if you want ;-) Data to patch (all in hexadecimal):&lt;br /&gt;
 offset 0x41752: 2A0075 -&amp;gt; 18207C&lt;br /&gt;
:HTH. [[User:Seb76|Seb76]] 14:56, 8 August 2008 (PDT)&lt;br /&gt;
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===Base Build Stacking===&lt;br /&gt;
[[User:Seb76#Base Building Stacking|Implemented - here]]&lt;br /&gt;
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At the moment you are only allowed to build next to a finished module, and you aren&#039;t allowed to plan ahead in your base construction. It would be nice to at least be able to plan more than one phase of construction in advance. This would be pretty easy to implement. There is no need to code any new &amp;quot;queuing system&amp;quot;. Just place the new module next to an existing under-construction module, but increment the build time to the normal build time + the time remaining on the under-construction module (the lowest time remaining that would make the square you are building in, a legal square to build in). As a premium for build stacking, you have to pay the costs up-front. As with normal construction, all costs are non-refundable if you change your mind. (There would probably need to be some on-screen feedback for how long the module would take to build, before you were committed to building it.) [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
See also: Discussion on [[Talk:Wish List|Talk page]].&lt;br /&gt;
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=== Keyboard shortcuts at bases  ===&lt;br /&gt;
&lt;br /&gt;
I wish we had (customised, maybe?) keyboard shortcuts at the base screen. Numbers (at the &amp;quot;base information&amp;quot; screen as well) would switch bases, R for research, E for equip craft, T for transfer, M for manufacture, S for soldiers, B for build new base, P for purchase+recruit (or &amp;quot;B&amp;quot; for &amp;quot;buy&amp;quot; - let people double-bind if they need it), I for base information. The doubles (soldiers/sell+sack) could be solved by using the key under the primary one (x for sell+sack). - n (16:26, 16 Aug 2010 (GMT+1))&lt;br /&gt;
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:Keyboard shortcuts are implemented in [[UFO Extender]]. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
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=== Soldier table ===&lt;br /&gt;
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Soldiers should be listed in a sortable table, so I can sort them based on rank, ship order, firing accuracy, psi skills, in psi training, etc.  If I want to find out my best shooters, it should be a very fast operation.&lt;br /&gt;
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At a more advanced level: do it across bases; have filter options; sort based on formula (so I can find the soldiers with the best reaction+firing, or the best psi strength + psi skill).[[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
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:Sortable soldier list is implemented in UFO Extender and XComUtil. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
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== Battlescape and Tactical ==&lt;br /&gt;
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=== Equipment Management ===&lt;br /&gt;
&lt;br /&gt;
==== Soldiers remembers THEIR equipment ====&lt;br /&gt;
[[XcomUtil|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
I wish soldiers remembered what equipment they LAST used and start with that gear when they land. Normally soldiers grab various gear and put lots of crap on their belt. I put most things on the shoulder slots, and keep many things spare things on the ship just in case I need them. (I only want IN rounds if it&#039;s night. Stop picking them up before I shoot you in the back!) Takes forever to sort out the gear so the weakling isn&#039;t carrying all the rockets etc.&lt;br /&gt;
--[[User:Brunpal|Brunpal]]&lt;br /&gt;
&lt;br /&gt;
:This is already available in [[XcomUtil]].  [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:07, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
====Access to Stats screens during equipment allocation====&lt;br /&gt;
[[User:Seb76#Equipment Screen|Mostly implemented - here]]&lt;br /&gt;
&lt;br /&gt;
In Battlescape you can get to Stats screens by right clicking on one of the unit&#039;s status bars. However you can&#039;t do this in the Equipment screen. Things like Statstrings and (even more so) [[User:Seb76|Seb76]]&#039;s modified Equipment screen with actual/max weight help. But it would be nice to be able to see exact stats. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
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&lt;br /&gt;
===Decrease Accuracy for targets out of sight===&lt;br /&gt;
[[User:Seb76#Range_Based_Accuracy|Brilliantly implemented - here]]&lt;br /&gt;
&lt;br /&gt;
How come you can easily shoot on something you do not see?&lt;br /&gt;
I find the over-used scout-sniper tactic is a cheap exploit of the X-COM. The tactical game should describe a combat, not a cowardly shooting practice. It would turn into a nice feature, if there would be a penalty of (let us say) -20% to the accuracy of anybody who is firing on a target out of his current sight. This can greatly enhance the tactical depth of the game. (Seb around? ;-) --[[User:Kyrub|Kyrub]] 14:20, 30 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
...discussed [http://www.ufopaedia.org/index.php?title=Talk:Wish_list here]&lt;br /&gt;
&lt;br /&gt;
===Enough Smoke===&lt;br /&gt;
[[User:Seb76#Mods|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
It would be nice to increase the current limit on smoke/fire hexes. This is due to their locations being stored in a small, fixed length array. In effect you can only get about 3-4 smoke grenades worth of smoke or fire on the map at the same time. Being able to use smoke liberally would really open up new tactics. At the moment all you can really do is cover the LZ in smoke when you exit the transport, and maybe cover one advance over open ground. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
:I did something for that on my loader. Heavy testing is required because it is hard to be make sure smoke still works as before (testing is the hardest part actually). [[User:Seb76|Seb76]] 14:09, 18 September 2008 (PDT)&lt;br /&gt;
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=== Alien AI ===&lt;br /&gt;
&lt;br /&gt;
====Aliens better with explosions====&lt;br /&gt;
Partly implemented [[User:Seb76#Bug Fixes|here (waypoint bug fix)]] and [[User:Seb76#Mods|here (Blaster drift)]]. &#039;&#039;(Possibly move this to talk, as notwithstanding these 2 bugs, apparently the Aliens are fairly safe with lethal explosives.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wish that aliens using grenades or blaster bombs or stun bombs (anything that goes boom) would use more sense. They should not want to use items that go boom when they are guaranteed to be caught in the blast radius. The alien can use grenades and blaster bombs by going out of line of sight before the explosion goes off. That may not save them if the explosion blows out the walls. At least it would be less stupid then firing a point blank blaster bomb vs taking 5 steps and setting up another waypoint. Units with morale above 100 or mind controlled should still be suicidal as normal.--[[User:Brunpal|Brunpal]] 13:55, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Actually, the aliens are quite careful with their explosives, they just seem to be prone to the occasional accident. They&#039;re not likely to fire off a blaster or grenade too close to them - as evident by the strategy where if you see an alien with a BB but can&#039;t shoot back, the safest place is to stand next to it. The blaster bomb vertical waypoint fix in the loader also eliminates the &#039;oops&#039; moments where they plot a vertical right angle too close to themselves and there just happens to be a wall to the south. However, they do need more care with stun bombs as you often get to see an alien fire a stun bomb point blank into a HWP parked next to it. But I guess we are talking about three different weapon types here, so they may not be as careful with a standard firearm as they are with grenades and the BB. Wish the Apocalypse aliens at least had as much sense as the UFO/TFTD aliens. In that game, they&#039;re utterly psychotic with explosives and ignore nearby allies. -[[User:NKF|NKF]] 14:34, 19 September 2008 (PDT)&lt;br /&gt;
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=== Mind Controlled then Hostile ===&lt;br /&gt;
If you mind control a human (civilians) in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control.&lt;br /&gt;
: Now fixed by the Seb76 loader [[User:Spike|Spike]] 19:13, 11 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Mind Controlled then MIA ===&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
: I believe XComUtil fixes this MIA issue. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
:: XcomUtil 9.6 also restores all DOA if you win to. Not what was intended. This feature has been removed as of 9.7 until I can fix it. --[[User:BladeFireLight|BladeFireLight]] 02:27, 6 January 2010 (EST)&lt;br /&gt;
: Now also fixed by the Seb76 loader [[User:Spike|Spike]] 19:13, 11 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Open Doors But Don&#039;t Enter/Exit ===&lt;br /&gt;
&lt;br /&gt;
Open doors like they do in TFTD (I know this is mentioned above with the good stun grenades idea).&lt;br /&gt;
: Now fixed by the Seb76 loader [[User:Spike|Spike]] 19:13, 11 December 2009 (EST)&lt;br /&gt;
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=== Warm Grenades===&lt;br /&gt;
&lt;br /&gt;
Currently when you set the timer on a grenade (or HE pack), the timer runs down every turn regardless of whether the grenade is worn, held, or dropped. Then, when the timer runs out, it explodes unless it is held or worn. There is no real grenade or explosive that works this way. Once the timer (fuse) starts running, they explode regardless. However for most hand grenades, the timer (fuse) doesn&#039;t start until after you throw/drop the grenade. It would be nice to have both of these real world behaviours, and lose the game&#039;s default behaviour. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Technically the way the game implements grenades, they don&#039;t have a timer. At least, not as such. When you set a grenade, the game just assigns it a turn to blow up on. Once the turn has passed, the game checks to see that it&#039;s on the ground and blows it up if it is, otherwise it doesn&#039;t. I believe Seb76 has already addressed this in his patches where there&#039;s an option to make grenade blow up regardless whether they are in inventory or otherwise the moment the timer is set. X-Com Apocalypse does a good job of this. The moment the grenade is so much as moved after the timer is set, it counts down. - [[User:NKF|NKF]] 23:01, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: To simulate an actual timer, you would need to do something like: Every turn that a primed grenade is being held by a unit during the &amp;quot;explode&amp;quot; check, increment by +1 the turn when that grenade is going to explode. [[User:Spike|Spike]] 19:10, 14 September 2008 (PDT)&lt;br /&gt;
:::I think I would change quantity2 ([[OBPOS.DAT]]) to a countdown instead of a turn, and use quantity3 as a flag indicating if the count has started. This flag is set any time a turn ends and the grenade has no owner. Taking it back in your hand once the timer has started won&#039;t help and the thing must be thrown... quantity2 is decreased if quantity3 is set, and the grenade blows up as usual. [[User:Seb76|Seb76]] 01:35, 15 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: That would be great. It would be exactly consistent with a &#039;spoon&#039; type hand grenade. The timer only starts when you release the grenade, but after that it explodes at a definite time regardless of whether you pick it up or not. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Implemented in [[UFO Extender]]. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Category =&lt;br /&gt;
The page needs to be listed in various categories, which ones I don&#039;t know. Also links on other pages to this one would aid people finding it.&lt;br /&gt;
&lt;br /&gt;
: OK how about this one: [[User:Spike|Spike]] 12:21, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oddities and bugs]]&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Medic_(Alien_Rank)&amp;diff=45257</id>
		<title>Talk:Medic (Alien Rank)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Medic_(Alien_Rank)&amp;diff=45257"/>
		<updated>2013-03-20T21:55:22Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps the Medic is actually a kind of &amp;quot;zoologist&amp;quot;. This explains why they carry stun weapons, and why there are so many on board the Abductor. [[User:Off the Rails|Off the Rails]] 02:07, 8 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Makes sense to me!  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:06, 7 October 2012 (EDT)&lt;br /&gt;
: : Yes I buy that too. And it&#039;s still consistent with them having medical knowledge of other alien races. [[User:Spike|Spike]] 06:05, 8 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Whenever you interrogate a medic, do you always get info about a race you do NOT have info on yet or do you always get a completely random one, no matter whether you already have info on that?--[[User:Amitakartok|amitakartok]] 17:55, 20 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=45256</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=45256"/>
		<updated>2013-03-20T14:45:48Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
&#039;&#039;&#039;A place to provide feedback or ask questions:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Thanks to Kyrub, Spike, and numerous others who help to troubleshoot problems, provide feedback on releases, and innumerable other activities to help make TFTDextender and the game better! -&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*The zip archive does not seem to include an .ini file. Where do I get the .ini file from? &lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;If the latest release is a patch, meaning there are no new additions to the INI file, only the patcher.dll file will be updated. In this way, those who already have the current release won&#039;t have their INI settings overwritten.  You will need to download the last full version, extract the files from it, and then extract file from the latest patch.  When I first release the Extender and lots of problems were being reported, I was releasing fixes almost on a weekly basis and so I still continue with this idea.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
===Major Bugs===&lt;br /&gt;
==== USOs not detected or Alien Missions not appearing ====&lt;br /&gt;
&lt;br /&gt;
With the Geoscape Clock mod enabled. Few alien subs are being detected.  It may be that alien subs on missions are not appearing at all.&lt;br /&gt;
&lt;br /&gt;
=== Minor Bugs ===&lt;br /&gt;
&lt;br /&gt;
== Things that TFTDextender does not fix ==&lt;br /&gt;
&lt;br /&gt;
Just more or less as a note to the reader, TFTDextender does not fix some of the following things that are sometimes thought of as needing fixing (and this is probably deliberate?):&lt;br /&gt;
&lt;br /&gt;
* Does not fix the apparent swap of the ground map for the VERY SMALL Survey Ship (1 occupant) with the SMALL Escort (half-dozen or more occupants). So you get the VERY SMALL sub occupying about 25 squares of usable area on the Battlescape, and the supposedly larger SMALL sub occupying one square of usable area on the Battlescape, begging the question of how all those aliens got inside there in the first place. XcomUtil will fix this, as will the original patches that XcomUtil incorporates.&lt;br /&gt;
* Does not fix the incorrect pictures for the large USO in the interception window.  &lt;br /&gt;
:&#039;&#039;Both of the above issues have been corrected by Zombie, who swapped the USO map files and changed INTERCEPTION.DAT. You can get these updates from the StrategyCore file section.&#039;&#039;[http://www.strategycore.co.uk/files/x-com-terror-from-the-deep/patches/]&lt;br /&gt;
* Does not fix the Dart Gun to make it any less utterly useless. Though you can do this yourself via the OBDATA.DAT section of TFTDextender. (Suggestion: don&#039;t fix it. The useless Dart Gun is all part of the &amp;quot;oh no we&#039;re all gonna die&amp;quot; experience of the beginning of TFTD.)&lt;br /&gt;
* Does not improve the armour and effectiveness of the basic Aqua-Jet and Gas Cannon Coelecanths (it does upgrade the Coelecanth/Gauss). (Again, suggestion: this is a good thing - XCOM should start the game hopelessly outclassed, and scramble to catch up).&lt;br /&gt;
* Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.&lt;br /&gt;
* Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.&lt;br /&gt;
&lt;br /&gt;
==FYI==&lt;br /&gt;
*When I try to send any Leviathan to T&#039;Leth, I get an immediate crash: &amp;quot;XCOM crashed at 0x458822 with error 0xC0000005 trying to access 0xFA6C8304.&amp;quot;.&lt;br /&gt;
:It happens when the CE version doesn&#039;t find the RISE animation: Specifically, it needs ANIMS\RISE.IDX and ANIMS\RISE.VID - If RISE.IDX is missing, it crashes with the error code above, if RISE.VID is missing, it crashes with another error. Some experimenting suggests that RISE.VID can be any valid .VID file, while RISE.IDX can either be empty (producing a black screen that can be skipped by clicking) or the &amp;quot;appropriate&amp;quot; .IDX for the used .VID...[[User:AMX|AMX]] 13 November 2012 (EST)&lt;br /&gt;
*The game crashes when I start mission against a sub: &amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
:It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|an already reported bug]]. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
*&#039;&#039;&#039;Trojan Horse?&#039;&#039;&#039; AVG Anti-Virus reports that TFTDExtender.exe contains a Trojan Horse (Generic30.MKG).&lt;br /&gt;
:AVG has been known to produce false positives before.  I use AV software on my machine and have checked this by uploading/downloading from a site with its own AV check. In some sense Extender acts like a trojan, in that, it overwrites code in memory, just not in a malicious way.&lt;br /&gt;
*The site&#039;s article on the TFTD OBDATA.DAT explains exactly what needs to be changed in order to give a weapon infinite ammo (like lasers). To that end, is it possible to change a weapon&#039;s ammo type indexes (AKA offsets [26]-[28]) with the loader INI&#039;s OBDATA section? Because I don&#039;t see that option anywhere (maybe it was left out intentionally because you wouldn&#039;t know the indexes anyway without looking into OBDATA?). Additionally, the OBDATA page says grenades always default to HE damage type; is there a way for the loader to override that in order to, for example, have a sonic pulser that explodes normally but inflicts sonic damage instead of HE?--[[User:Amitakartok|amitakartok]] 10:29, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Resolved Reported Problems=&lt;br /&gt;
*&amp;lt;s&amp;gt; Save Equipment not working&amp;lt;/s&amp;gt;&lt;br /&gt;
:With &amp;quot;Save Equipment&amp;quot; option enabled, the soldiers&#039; loadout at first was always like this: grenade in leg slot, clip in backpack - and it didn&#039;t change on the next mission, despite the fact that I re-equipped the soldiers correctly (grenades and clips on the belt). When I manufactured Gauss Rifles and issued them to my soldiers, it got even worse - none of the soldiers got clips, and two of the rifles were unloaded. Next I upgraded to Sonic-Blasta Rifles and now nothing, except some grenades (still in leg slots), is issued to the soldiers at all. &amp;quot;Save Equipment&amp;quot; was known to work in UFOExtender, did something get broken? --[[User:Player701|Player701]] 09:18, 21 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Yes. Something is broken but not by the Extender. I haven&#039;t modified anything in the save equipment code, except datapoints and offsets that were necessary to match it to the executable and changes in the DAT files. Many subroutines, their order of execution, or the variables were modified in the TFTD game code.  Problems resulting from this are difficult to resolve since it requires finding what changed in the game code and then determining what changes are needed to get the UFOextender code to work. I believe that TFTD has its own form of autoequip and part of the solution will probably require that I disable it. Something similar happened to the &amp;quot;stunned units are KIA&amp;quot; mod from UFOextender: TFTD has its own version that conflicted but, since it worked well, I only needed to add code to update the unit&#039;s location so the corpse would appear in the right place.-[[User:Morgan525|Tycho]] 22:38, 24 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
:: I just did a few tests in raw TFTD (Steam CE) and the auto equip function is pretty basic: Give everyone a loaded weapon in what is probably reverse OBDATA.DAT order, then dish out any extra clips, grenades etc. Are you thinking that the Save Equipment efforts of TFTDextender are then being overwritten or partly overwritten by the existing TFTD auto equip function? I guess that would make sense. [[User:Spike|Spike]] 11:01, 25 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4 - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Issues or &amp;quot;Weightless&amp;quot; Ammo Bug &amp;lt;/s&amp;gt;&lt;br /&gt;
:while playing TFD with TFD extender (v. 1.05 patch 1.1) I&#039;ve noticed a stange thing: some soldiers have their weight &amp;gt; 0 (2-5) even when their inventory is empty! Bug?... [[User:PavelB|PavelB]] 05:17, 27 September 2012 (EDT)&lt;br /&gt;
:If you drop a loaded weapon, even if you loaded it manually, the weight of the ammo still stays with the Aquanaut. Workaround: unload each weapon manually before dropping it. If you forget (and if you notice) it&#039;s possible to pick the weapon up again, unload it, and correctly lose the weight by dropping the weapon and clip separately. It&#039;s possible to build up huge amounts of phantom weight on a Soldier by repeatedly loading, and then dropping, different weapons. It&#039;s also possible to move lots of weapons with weightless clips to one Soldier, increasing the amount of &#039;free&#039; weight that one Soldier gets. Both of these effects are probably aspects of the original bug, not anything that UFOExtender has done. [[User:Spike|Spike]] 11:15, 27 September 2012 (EDT)&lt;br /&gt;
::This Weight error is a side effect of an original game error that Seb never quite fixed. Removing clips from a Soldier or Aquanaut does not remove the clips&#039; weight. This is because the clips are not correctly assigned to the Soldier or Aquanaut in the first place. See [[Talk:TFTDextender#Weightless Ammo Bug]].&lt;br /&gt;
:Do you think you could fix this bug? [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Seb76 had a look at it, and diagnosed the cause, but he did not get around to fixing it. It&#039;s only mildly annoying and, some probably consider it to be useful as a very minor exploit. For me, it just really bugs me! (No pun intended). [[User:Spike|Spike]] 22:55, 6 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I found the source of the problems: None of the subroutines for inventory consider the clips in weapons so their entries in OBPOS.DAT are never updated. So when clips are autoloaded at the beginning of each battle, they have no owner.  I&#039;ve got the code to sync the ownership of clips with the weapon they are loaded into at the beginning of each battle and to update the clips when weapons are changed in inventory management.-&#039;&#039;[[User:Morgan525|Tycho]] 19:00, 19 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039;All fixed in 1.05p4 - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Items on transport floor lost on Abort&amp;lt;/s&amp;gt;&lt;br /&gt;
:I went in to a mission with ten Sonic Cannons and came back with 3, despite retrieving them from the battlefield and dumping them on the transport floor. I only had 3 aquanauts on the transport armed with Sonic Cannon at the time of abort. The rest were stunned or unarmed. I also dumped half a dozen corpses and some alien items on the transport floor and I don&#039;t think those made it back to my base either. The transport was operating from base 2 rather than base 1, in case that&#039;s a factor. This may be an original bug of course. I just read through the multiplayer TFTD LP on StrategyCore, and they reported missing equipment on a lot of missions. I can go back and check if the missing equipment was on abort missions rather than victory missions. Sorry not to provide more specifics at this time but it was a hard mission and not exactly a controlled experiment. ;) [[User:Spike|Spike]] 21:35, 23 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4 - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Coelacanth/Gauss mutates into Coelacanth/G.C.&amp;lt;/s&amp;gt;&lt;br /&gt;
:In my current game (using the Steam version) I observed it twice that, when a Coelacanth/Gauss is removed from a sub due to lack of ammo, it turns into a Coelacanth/Gas Cannon.&lt;br /&gt;
:Note that I&#039;m using only the Gauss Tank Ammo Fix, but not the Gauss Tank Turret Stats Fix, nor the Improved Gauss Tank mod [[User:AMX|AMX]] 09:09, 1 November 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4 - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Cannot build Leviathan &amp;lt;/s&amp;gt;&lt;br /&gt;
:Hi Tycho. I&#039;ve just researched Leviathan in my TFDExtender game but cannot manufacture it! I have enough resources (Plastics, IBA, ManNav), 3 workshops, more than 100 technicans and one empty sub pen. But when starting the Leviathan manufacture task I cannot assign any technicans to it. I press the &amp;quot;up&amp;quot; button, and there are no reaction to this. I can build Manta, but not Leviathan. Don&#039;t you know what is it? [[User:PavelB|PavelB]] 06:55, 2 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I was able to replicate Pavel&#039;s problem and found the problem: the Leviathan is the only item that its tech hours exceed 0x8000. If you use the wrong command to pass the value between registers, the program handles the value as though it were negative.   - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The problem is fixed with patch 3.2.&#039;&#039;&#039; &#039;&#039;Confirmed by an independent source.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Executable directive &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;I found the problem: In the program file for the loader, the INI file name that is was expecting was TFTDloader.INI. A simple name change, recompile, and it works as it should. This will be available in the next full release-&#039;&#039;[[User:Morgan525|Tycho]] 10:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Extra Artefacts Reported&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;After some tests, I know the exact nature of the problem: clips loaded into weapons for any killed aliens (including those killed before mission starts as a result of a downed USO) are being allocated to the player when they abort a mission. This is not a bug from Extender this is in the original CE.-&#039;&#039;[[User:Morgan525|Tycho]] 20:27, 5 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039;Fixed in the patch 3.1-&#039;&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
: Confirmed fixed. Killed aliens&#039; clips are not allocated to XCOM on Abort. [[User:Spike|Spike]] 15:36, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Manufacturing Projects Minimum Production&amp;lt;/s&amp;gt;&lt;br /&gt;
:In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
:Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to &#039;Indefinite&#039;, but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can&#039;t distinguish them on the Manufacturing display - both say &#039;unlimited&#039; quantity and &#039;indefinite&#039; period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Autosell should report &#039;unlimited $&#039; like the pic on the information page. I could change this to &#039;$unlimited$&#039; - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: I think that extra &#039;$&#039; would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to &#039;halting&#039; instead of &#039;indefinite&#039;? [[User:Spike|Spike]] 09:46, 5 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039; Changed the output to display &amp;quot;$unlimited$&amp;quot;.&#039;&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Stunned MC&#039;d Aquanauts MIA on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:This is a subset of MC&#039;d Aquanauts go MIA [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]. In this case Aquanauts are MC&#039;d by the aliens, then stunned (by friendlies), then the mission is Aborted with the stunned X-Com Aquanauts aboard the transport. The Aquanauts then disappear from the roster forever. I&#039;m not sure if it&#039;s due to Abort rather than Victory, or due to them being stunned first. This would also apply to UFO Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039;I now have the code in place to uncontrol any creature that has been rendered unconscious. Available in patch 3.1- -&#039;&#039;&#039;[[User:Morgan525|Tycho]] &lt;br /&gt;
&lt;br /&gt;
**&amp;lt;s&amp;gt; Crewed Flying Sub Lost on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:Aborting [https://dl.dropbox.com/u/23157535/FlyingSubLost.zip this mission] will lead to loss of the craft, despite 3 soldiers still being in the Triton. --[[User:Player701|Player701]] 10:39, 21 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I found the nature of the issue here:  This only will happen with a tank present. On one hand, all parts of the tank are being counted separately but then the End of Battle routine calculates the number of units correctly (ignores three of the sections of a tank) but when it goes to locate the units on the battlefield, the three other parts of the tank are being counted and thus the last three aquanauts are not checked since the 4 areas of the tank are first in the UNITPOS.DAT file.-[[User:Morgan525|Tycho]] 09:47, 24 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 105 patch 4.&#039;&#039;&#039;-[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Grenade Resistance in INI file &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;I removed the reference in the INI since it&#039;s unnecessary.-&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Materials deducted from wrong base &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;I reproduced the issue thanks to the instructions that Spike provided and I found the problem.  A few minor tweaks and now things are working as they should. - [[User:Morgan525|Tycho]] 08:33, 17 October 2012 (EDT)&#039;&#039;&#039;&lt;br /&gt;
:: I can confirm this is fixed and all is working correctly - great job, thanks Tycho. [[User:Spike|Spike]] 15:22, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; OBDATA / Dye Grenade mod not working? &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;OK. I was right. Enemy Unknown only loads the OBDATA once when the game loads. TFTD loads it twice - once whenever it generates a battle. I needed a second hook for the mod in this case.  I tested it and it now works as it should. -&#039;&#039;[[User:Morgan525|Tycho]] 20:24, 5 October 2012 (EDT)&lt;br /&gt;
:: Confirmed fixed. Thanks again. [[User:Spike|Spike]] 15:36, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Displacer/Sonic damage fix&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039; I changed the damage to be 125, similar to the ratio of tank/plasma to heavy plasma in EU.-&#039;&#039;[[User:Morgan525|Tycho]] 03:52, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Display in Inventory not Localised &amp;lt;/s&amp;gt;&lt;br /&gt;
:At least when I run the game in German, it comes up as &amp;quot;Weight&amp;quot; and not something like &amp;quot;Gewicht&amp;quot;. Reactions comes up ok as &amp;quot;Zeitwerte&amp;quot;. [[User:Spike|Spike]] 09:47, 9 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Added ability for users to added their own language by copying lines from Extender&#039;s page under the equipment section to the same section in their INI, alter the text as specified, and save the INI.&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
==Bug Reports and Feedback ==&lt;br /&gt;
&lt;br /&gt;
Please check the [[Known_Bugs_(TFTD)|TFTD Known Bugs]] or [[Known_Bugs|EU Known Bugs]](for bugs common to both games) and post bugs which are part of the original game in the appropriate section. Please post any general suggestions for the game here: [[Wish_List_(TFTD)]]. &lt;br /&gt;
*Any errors that are a result of the Extender should be posted here. &lt;br /&gt;
*Use this section for suggestions and feedback on options currently available in the Extender or to discuss projects in Extender that are under development.&lt;br /&gt;
&lt;br /&gt;
== Useful alien species research ==&lt;br /&gt;
&lt;br /&gt;
Tycho, I really like this idea you proposed in the StrategyCore forum:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m thinking about giving a hp bonus to all aliens until Xcom performs an autopsy on the species to learn the location of their vital organs (like in the movie &amp;quot;Battle of LA&amp;quot;). This would give more importance to performing autopsies rather than just as a stepping stone to new tech.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Definite +1. It would be equally valid to add to UFO Extender. I suppose it could also be implemented using Vulnerabilities (no Vulnerabilities are in effect until the Autopsy is completed), or Resistances (across-the-board increased Resistances until Autopsy is completed). If that&#039;s easier.&lt;br /&gt;
:&#039;&#039;The bonus to hp was an initial thought. Later, I decided against it since it would make aliens more resistant to HE and stun, which don&#039;t rely on hitting the right locations. Increasing resistances would be the most appropriate but the damage routine code is very tight and adding anything new that won&#039;t break the existing variable stack pointers is tough. Tycho &#039;&#039;&lt;br /&gt;
::&#039;&#039;A new idea for this that I recently have been toying with, would be on the damage generation routine: Most direct fire damage is &amp;lt;s&amp;gt;0-200&amp;lt;/s&amp;gt; 50-150%, with anything over 100% considered a &amp;quot;critical hit&amp;quot;. If autopsy hasn&#039;t been preformed, then the base damage would be 0-100% and a small chance (maybe 25%) of another 0-50% for that lucky shot. With autopsy done, the game reverts back to the usual &amp;lt;s&amp;gt;0-200&amp;lt;/s&amp;gt;% on any hit.&#039;&#039;&lt;br /&gt;
That works. And it makes doing Alien Autopsies a no-brainer, as it should be. It is pretty much inconceivable that XCom wouldn&#039;t prioritise the autopsy of any newly encountered alien. And any player playing the game for the first time would do autopsies too. This mod will help experienced players to stop playing as if they&#039;ve &amp;quot;seen it all before&amp;quot;. Spike 10:35, 15 September 2012 (EDT) &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I am going to do some major changes to how this is implemented and it will go hand-in-hand with changes to the interaction with armor. Currently I am doing this for EU since I&#039;ve got a lot of help recently with music and video from members of the community.  &lt;br /&gt;
:&#039;&#039;1)For AP the armor works as it does currently: The armor value is applied as is and damage that is lower than the value is ignored but a hit that penetrates does a little damage to the armor.  &lt;br /&gt;
:&#039;&#039;2)Laser(Gauss) and Plasma(Sonic) attacks have to burn through the armor: The current armor value in the location hit is doubled and then damage is subtracted from this value. The remaining armor value (if any) is halved and saved. For these attack types, armor is stronger but quickly is gone.  A soldier in power(ion) armor can take at least one seriously good hit from a heavy plasma(sonic) from the front without damage to the soldier. In testing, I&#039;ve had a lot of occasions were a soldier in coveralls was able to survive a hit from a plasma pistol, although be seriously wounded.  &#039;&#039;&lt;br /&gt;
:&#039;&#039;3)HE works just like laser and plasma. &#039;&#039;&lt;br /&gt;
:&#039;&#039;4)Stun damage depends on the weapons used: the stun rod works like an AP attack vs armor (normal game rules), but a stun bomb is applied against the modified armor value. &lt;br /&gt;
:&#039;&#039;5)IN still works the same. Fire damage is unchanged.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Know thy Enemy:  This will now affect the damage that is applied against the unit&#039;s health: &lt;br /&gt;
*&#039;&#039;Headshot: full damage&lt;br /&gt;
*&#039;&#039;Other: If autopsy on this unit type has been done: full damage. Otherwise half damage.&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
I had a further thought on this while trying to guess what your new pre-requisites are for the various armours. For now it&#039;s really cool to be guessing but once people have figured it out, well, it will be more logical but still will have &#039;replay fatigue&#039;. Would it be possible to randomise the pre-requisites for a lot of the key research topics, from out of a plausible list of items (or even randomise pre-requisite topics)? That would make every game fresh in terms of the research sequence, and make the research aspect of the game more challenging and less dry &amp;amp; predictable. As ever, just a suggestion. :) Cheers, [[User:Spike|Spike]] 16:01, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==TFTDextender and XComUtil ==&lt;br /&gt;
&lt;br /&gt;
I suggest adding a section on co-operating with XComUtil.&lt;br /&gt;
And why it should be so complicated? Is it possible to make needed changes in XComUtil? But it has support for UFOextender - why not for TFTDextender?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;All good questions. I suggest you contact BladeFirelight, who is developing XComUtil (still?). - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: A couple of notes;&lt;br /&gt;
&lt;br /&gt;
: Getting TFTDextender to work with XcomUtil does indeed have to be handled by XcomUtil. The steps described above are not sufficient, as XcomUtil needs to know the filename for TFTDextender.&lt;br /&gt;
&lt;br /&gt;
: I put together a patch for XcomUtil that adds the support, but this was close-ish to the time when TFTDextender was still named TFTDLoader. Which means you still have to rename the extender executable, but it&#039;s buried away [http://www.strategycore.co.uk/forums/topic/9751-ufo-tftd-combo-mod-beta/ here] if anyone wants to take a look. I may update it shortly and send it off to Blade again.&lt;br /&gt;
&lt;br /&gt;
: For whatever reason, kryub&#039;s fix for the splitter code STILL doesn&#039;t prevent an error on exiting the geoscape to the battlescape, but &#039;&#039;only&#039;&#039; if using TFTDextender, and not if you&#039;re quitting the game completely. I&#039;ve been right through the ini and disabled everything I could find (cross checking against the ini ref file - by the way, that doesn&#039;t mention the &amp;quot;Enhanced Tactical AI&amp;quot; flags), but couldn&#039;t find a way to prevent this. Oddly enough it only seems to happen on my XP machine, not my Windows 7 laptop. The error is:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;TFTD crashed at 0x7C9102F6 with error 0xC0000005 trying to access 0x00000002&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 20:04, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;After using your patch, I managed to get XComUtil to run with TFTD Extender. I&#039;m using Windows XP Home. I get the above error when the program swaps from Geoscape to Battlescape and I get another error upon &#039;Quit to DOS&#039; [TFTD crashed at 0x1 with error 0xC0000005 trying to access 0x00000001] with &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; version of TFTD Extender or even Xusalik&#039;s TFTDloader. --[[User:Morgan525|Tycho]] 20:26, 26 January 2013 (EST). The only thing I can think to do from this end would be add an option that would disable the debug portion of the Loader. - [[User:Morgan525|Tycho]] 08:57, 29 January 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::I was thinking of suggesting that myself, but there are pros and cons... You&#039;d want to leave the message prompts enabled, by default.&lt;br /&gt;
&lt;br /&gt;
:::Note that disabling the code entirely is even worse, because then the default Windows debugger takes over and that takes ages to load if it&#039;s not already in RAM (and of course that still gives you an error pop-up window)... You&#039;d want it to still catch crashes, but then just exit cleanly if it detects one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 16:58, 29 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::::&#039;&#039;One could always disable the Windows Debugger, since it&#039;s of no use to anyone because XP is a &amp;quot;dead&amp;quot; OS: System Properties&amp;gt;Advanced Settings&amp;gt;Error Reporting&amp;gt;Select &#039;Disable Error Reporting&#039; and uncheck the option to report only if there is a serious error. - I do this with every version of Windows I&#039;m using, since I never had patience for the delay as the debugger loads. - [[User:Morgan525|Tycho]] 22:16, 29 January 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::::Good point - I also used to do that in the past, but it seems I somehow forgot about that with my current unit.&lt;br /&gt;
&lt;br /&gt;
:::::So assuming you go with this, it&#039;d be worth mentioning that OS setting in the Extender FAQ, not because it&#039;s anything to do with the Extender as such, but because people will look for it there. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 04:15, 30 January 2013 (EST)&lt;br /&gt;
::::&#039;&#039;I need to ensure that it would only be disabled in the case of Windows XP and a split executable.  All other combinations seem to work correctly.  BTW, thanks for the heads up about the missing entries in the INI ref file.  An oversight because I&#039;m juggling between two similar programs and I&#039;m getting easily confused.-[[User:Morgan525|Tycho]] 00:41, 31 January 2013 (EST)&#039;&#039;&lt;br /&gt;
::::&#039;&#039;I tried to completely disable debugging, but either Windows still generated it own error notification or XcomUtil spawns an infinite loop of battlescapes. The best result was to let the Extender run its debug loop but block the notifications.-[[User:Morgan525|Tycho]] 00:03, 2 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::::Reckon it&#039;d be better off to make it a user-setting rather then trying to detect the environment and whatnot. Having it automatically disabled might make it tricky to diagnose other crashes later down the track. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:14, 31 January 2013 (EST)&lt;br /&gt;
::::&#039;&#039;Good point.  Easy to code as well :)&#039;&#039;&lt;br /&gt;
::::&#039;&#039;OK. I put a new line under the [Bug Fix] section call Debug Messages.  If =1, crashes are reported to the player. If =0, debugging still occurs but the player doesn&#039;t get any notifications.  This fixes both errors that occur with XComUtil on exit from Geoscape and exit from the game.  In the case of the error on exiting geoscape, Geoscape.exe is actually terminated but XcomUtil forces Battlescape to load so it appear seamless.  In other situations, I believe the game will break to the desktop or command prompt with no warning. - [[User:Morgan525|Tycho]] 23:36, 1 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;For now you can emulate this by changing the byte in the TFTDextender.exe at 401314 from [74 13] to [EB 13].&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=45255</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=45255"/>
		<updated>2013-03-20T14:29:09Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
&#039;&#039;&#039;A place to provide feedback or ask questions:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Thanks to Kyrub, Spike, and numerous others who help to troubleshoot problems, provide feedback on releases, and innumerable other activities to help make TFTDextender and the game better! -&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*The zip archive does not seem to include an .ini file. Where do I get the .ini file from? &lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;If the latest release is a patch, meaning there are no new additions to the INI file, only the patcher.dll file will be updated. In this way, those who already have the current release won&#039;t have their INI settings overwritten.  You will need to download the last full version, extract the files from it, and then extract file from the latest patch.  When I first release the Extender and lots of problems were being reported, I was releasing fixes almost on a weekly basis and so I still continue with this idea.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
===Major Bugs===&lt;br /&gt;
==== USOs not detected or Alien Missions not appearing ====&lt;br /&gt;
&lt;br /&gt;
With the Geoscape Clock mod enabled. Few alien subs are being detected.  It may be that alien subs on missions are not appearing at all.&lt;br /&gt;
&lt;br /&gt;
=== Minor Bugs ===&lt;br /&gt;
&lt;br /&gt;
== Things that TFTDextender does not fix ==&lt;br /&gt;
&lt;br /&gt;
Just more or less as a note to the reader, TFTDextender does not fix some of the following things that are sometimes thought of as needing fixing (and this is probably deliberate?):&lt;br /&gt;
&lt;br /&gt;
* Does not fix the apparent swap of the ground map for the VERY SMALL Survey Ship (1 occupant) with the SMALL Escort (half-dozen or more occupants). So you get the VERY SMALL sub occupying about 25 squares of usable area on the Battlescape, and the supposedly larger SMALL sub occupying one square of usable area on the Battlescape, begging the question of how all those aliens got inside there in the first place. XcomUtil will fix this, as will the original patches that XcomUtil incorporates.&lt;br /&gt;
* Does not fix the incorrect pictures for the large USO in the interception window.  &lt;br /&gt;
:&#039;&#039;Both of the above issues have been corrected by Zombie, who swapped the USO map files and changed INTERCEPTION.DAT. You can get these updates from the StrategyCore file section.&#039;&#039;[http://www.strategycore.co.uk/files/x-com-terror-from-the-deep/patches/]&lt;br /&gt;
* Does not fix the Dart Gun to make it any less utterly useless. Though you can do this yourself via the OBDATA.DAT section of TFTDextender. (Suggestion: don&#039;t fix it. The useless Dart Gun is all part of the &amp;quot;oh no we&#039;re all gonna die&amp;quot; experience of the beginning of TFTD.)&lt;br /&gt;
* Does not improve the armour and effectiveness of the basic Aqua-Jet and Gas Cannon Coelecanths (it does upgrade the Coelecanth/Gauss). (Again, suggestion: this is a good thing - XCOM should start the game hopelessly outclassed, and scramble to catch up).&lt;br /&gt;
* Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.&lt;br /&gt;
* Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.&lt;br /&gt;
&lt;br /&gt;
==FYI==&lt;br /&gt;
*When I try to send any Leviathan to T&#039;Leth, I get an immediate crash: &amp;quot;XCOM crashed at 0x458822 with error 0xC0000005 trying to access 0xFA6C8304.&amp;quot;.&lt;br /&gt;
:It happens when the CE version doesn&#039;t find the RISE animation: Specifically, it needs ANIMS\RISE.IDX and ANIMS\RISE.VID - If RISE.IDX is missing, it crashes with the error code above, if RISE.VID is missing, it crashes with another error. Some experimenting suggests that RISE.VID can be any valid .VID file, while RISE.IDX can either be empty (producing a black screen that can be skipped by clicking) or the &amp;quot;appropriate&amp;quot; .IDX for the used .VID...[[User:AMX|AMX]] 13 November 2012 (EST)&lt;br /&gt;
*The game crashes when I start mission against a sub: &amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
:It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|an already reported bug]]. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
*&#039;&#039;&#039;Trojan Horse?&#039;&#039;&#039; AVG Anti-Virus reports that TFTDExtender.exe contains a Trojan Horse (Generic30.MKG).&lt;br /&gt;
:AVG has been known to produce false positives before.  I use AV software on my machine and have checked this by uploading/downloading from a site with its own AV check. In some sense Extender acts like a trojan, in that, it overwrites code in memory, just not in a malicious way.&lt;br /&gt;
*The site&#039;s article on the TFTD OBDATA.DAT explains exactly what needs to be changed in order to give a weapon infinite ammo (like lasers). To that end, is it possible to change a weapon&#039;s ammo type indexes (AKA offsets [26]-[28]) with the loader INI&#039;s OBDATA section? Because I don&#039;t see that option anywhere (maybe it was left out intentionally because you wouldn&#039;t know the indexes anyway without looking into OBDATA?).--[[User:Amitakartok|amitakartok]] 10:29, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Resolved Reported Problems=&lt;br /&gt;
*&amp;lt;s&amp;gt; Save Equipment not working&amp;lt;/s&amp;gt;&lt;br /&gt;
:With &amp;quot;Save Equipment&amp;quot; option enabled, the soldiers&#039; loadout at first was always like this: grenade in leg slot, clip in backpack - and it didn&#039;t change on the next mission, despite the fact that I re-equipped the soldiers correctly (grenades and clips on the belt). When I manufactured Gauss Rifles and issued them to my soldiers, it got even worse - none of the soldiers got clips, and two of the rifles were unloaded. Next I upgraded to Sonic-Blasta Rifles and now nothing, except some grenades (still in leg slots), is issued to the soldiers at all. &amp;quot;Save Equipment&amp;quot; was known to work in UFOExtender, did something get broken? --[[User:Player701|Player701]] 09:18, 21 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Yes. Something is broken but not by the Extender. I haven&#039;t modified anything in the save equipment code, except datapoints and offsets that were necessary to match it to the executable and changes in the DAT files. Many subroutines, their order of execution, or the variables were modified in the TFTD game code.  Problems resulting from this are difficult to resolve since it requires finding what changed in the game code and then determining what changes are needed to get the UFOextender code to work. I believe that TFTD has its own form of autoequip and part of the solution will probably require that I disable it. Something similar happened to the &amp;quot;stunned units are KIA&amp;quot; mod from UFOextender: TFTD has its own version that conflicted but, since it worked well, I only needed to add code to update the unit&#039;s location so the corpse would appear in the right place.-[[User:Morgan525|Tycho]] 22:38, 24 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
:: I just did a few tests in raw TFTD (Steam CE) and the auto equip function is pretty basic: Give everyone a loaded weapon in what is probably reverse OBDATA.DAT order, then dish out any extra clips, grenades etc. Are you thinking that the Save Equipment efforts of TFTDextender are then being overwritten or partly overwritten by the existing TFTD auto equip function? I guess that would make sense. [[User:Spike|Spike]] 11:01, 25 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4 - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Issues or &amp;quot;Weightless&amp;quot; Ammo Bug &amp;lt;/s&amp;gt;&lt;br /&gt;
:while playing TFD with TFD extender (v. 1.05 patch 1.1) I&#039;ve noticed a stange thing: some soldiers have their weight &amp;gt; 0 (2-5) even when their inventory is empty! Bug?... [[User:PavelB|PavelB]] 05:17, 27 September 2012 (EDT)&lt;br /&gt;
:If you drop a loaded weapon, even if you loaded it manually, the weight of the ammo still stays with the Aquanaut. Workaround: unload each weapon manually before dropping it. If you forget (and if you notice) it&#039;s possible to pick the weapon up again, unload it, and correctly lose the weight by dropping the weapon and clip separately. It&#039;s possible to build up huge amounts of phantom weight on a Soldier by repeatedly loading, and then dropping, different weapons. It&#039;s also possible to move lots of weapons with weightless clips to one Soldier, increasing the amount of &#039;free&#039; weight that one Soldier gets. Both of these effects are probably aspects of the original bug, not anything that UFOExtender has done. [[User:Spike|Spike]] 11:15, 27 September 2012 (EDT)&lt;br /&gt;
::This Weight error is a side effect of an original game error that Seb never quite fixed. Removing clips from a Soldier or Aquanaut does not remove the clips&#039; weight. This is because the clips are not correctly assigned to the Soldier or Aquanaut in the first place. See [[Talk:TFTDextender#Weightless Ammo Bug]].&lt;br /&gt;
:Do you think you could fix this bug? [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Seb76 had a look at it, and diagnosed the cause, but he did not get around to fixing it. It&#039;s only mildly annoying and, some probably consider it to be useful as a very minor exploit. For me, it just really bugs me! (No pun intended). [[User:Spike|Spike]] 22:55, 6 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I found the source of the problems: None of the subroutines for inventory consider the clips in weapons so their entries in OBPOS.DAT are never updated. So when clips are autoloaded at the beginning of each battle, they have no owner.  I&#039;ve got the code to sync the ownership of clips with the weapon they are loaded into at the beginning of each battle and to update the clips when weapons are changed in inventory management.-&#039;&#039;[[User:Morgan525|Tycho]] 19:00, 19 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039;All fixed in 1.05p4 - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Items on transport floor lost on Abort&amp;lt;/s&amp;gt;&lt;br /&gt;
:I went in to a mission with ten Sonic Cannons and came back with 3, despite retrieving them from the battlefield and dumping them on the transport floor. I only had 3 aquanauts on the transport armed with Sonic Cannon at the time of abort. The rest were stunned or unarmed. I also dumped half a dozen corpses and some alien items on the transport floor and I don&#039;t think those made it back to my base either. The transport was operating from base 2 rather than base 1, in case that&#039;s a factor. This may be an original bug of course. I just read through the multiplayer TFTD LP on StrategyCore, and they reported missing equipment on a lot of missions. I can go back and check if the missing equipment was on abort missions rather than victory missions. Sorry not to provide more specifics at this time but it was a hard mission and not exactly a controlled experiment. ;) [[User:Spike|Spike]] 21:35, 23 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4 - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Coelacanth/Gauss mutates into Coelacanth/G.C.&amp;lt;/s&amp;gt;&lt;br /&gt;
:In my current game (using the Steam version) I observed it twice that, when a Coelacanth/Gauss is removed from a sub due to lack of ammo, it turns into a Coelacanth/Gas Cannon.&lt;br /&gt;
:Note that I&#039;m using only the Gauss Tank Ammo Fix, but not the Gauss Tank Turret Stats Fix, nor the Improved Gauss Tank mod [[User:AMX|AMX]] 09:09, 1 November 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4 - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Cannot build Leviathan &amp;lt;/s&amp;gt;&lt;br /&gt;
:Hi Tycho. I&#039;ve just researched Leviathan in my TFDExtender game but cannot manufacture it! I have enough resources (Plastics, IBA, ManNav), 3 workshops, more than 100 technicans and one empty sub pen. But when starting the Leviathan manufacture task I cannot assign any technicans to it. I press the &amp;quot;up&amp;quot; button, and there are no reaction to this. I can build Manta, but not Leviathan. Don&#039;t you know what is it? [[User:PavelB|PavelB]] 06:55, 2 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I was able to replicate Pavel&#039;s problem and found the problem: the Leviathan is the only item that its tech hours exceed 0x8000. If you use the wrong command to pass the value between registers, the program handles the value as though it were negative.   - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;The problem is fixed with patch 3.2.&#039;&#039;&#039; &#039;&#039;Confirmed by an independent source.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Executable directive &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;I found the problem: In the program file for the loader, the INI file name that is was expecting was TFTDloader.INI. A simple name change, recompile, and it works as it should. This will be available in the next full release-&#039;&#039;[[User:Morgan525|Tycho]] 10:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Extra Artefacts Reported&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;After some tests, I know the exact nature of the problem: clips loaded into weapons for any killed aliens (including those killed before mission starts as a result of a downed USO) are being allocated to the player when they abort a mission. This is not a bug from Extender this is in the original CE.-&#039;&#039;[[User:Morgan525|Tycho]] 20:27, 5 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039;Fixed in the patch 3.1-&#039;&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
: Confirmed fixed. Killed aliens&#039; clips are not allocated to XCOM on Abort. [[User:Spike|Spike]] 15:36, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Manufacturing Projects Minimum Production&amp;lt;/s&amp;gt;&lt;br /&gt;
:In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
:Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to &#039;Indefinite&#039;, but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can&#039;t distinguish them on the Manufacturing display - both say &#039;unlimited&#039; quantity and &#039;indefinite&#039; period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Autosell should report &#039;unlimited $&#039; like the pic on the information page. I could change this to &#039;$unlimited$&#039; - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: I think that extra &#039;$&#039; would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to &#039;halting&#039; instead of &#039;indefinite&#039;? [[User:Spike|Spike]] 09:46, 5 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039; Changed the output to display &amp;quot;$unlimited$&amp;quot;.&#039;&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Stunned MC&#039;d Aquanauts MIA on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:This is a subset of MC&#039;d Aquanauts go MIA [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]. In this case Aquanauts are MC&#039;d by the aliens, then stunned (by friendlies), then the mission is Aborted with the stunned X-Com Aquanauts aboard the transport. The Aquanauts then disappear from the roster forever. I&#039;m not sure if it&#039;s due to Abort rather than Victory, or due to them being stunned first. This would also apply to UFO Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039;I now have the code in place to uncontrol any creature that has been rendered unconscious. Available in patch 3.1- -&#039;&#039;&#039;[[User:Morgan525|Tycho]] &lt;br /&gt;
&lt;br /&gt;
**&amp;lt;s&amp;gt; Crewed Flying Sub Lost on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:Aborting [https://dl.dropbox.com/u/23157535/FlyingSubLost.zip this mission] will lead to loss of the craft, despite 3 soldiers still being in the Triton. --[[User:Player701|Player701]] 10:39, 21 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I found the nature of the issue here:  This only will happen with a tank present. On one hand, all parts of the tank are being counted separately but then the End of Battle routine calculates the number of units correctly (ignores three of the sections of a tank) but when it goes to locate the units on the battlefield, the three other parts of the tank are being counted and thus the last three aquanauts are not checked since the 4 areas of the tank are first in the UNITPOS.DAT file.-[[User:Morgan525|Tycho]] 09:47, 24 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 105 patch 4.&#039;&#039;&#039;-[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Grenade Resistance in INI file &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;I removed the reference in the INI since it&#039;s unnecessary.-&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Materials deducted from wrong base &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;I reproduced the issue thanks to the instructions that Spike provided and I found the problem.  A few minor tweaks and now things are working as they should. - [[User:Morgan525|Tycho]] 08:33, 17 October 2012 (EDT)&#039;&#039;&#039;&lt;br /&gt;
:: I can confirm this is fixed and all is working correctly - great job, thanks Tycho. [[User:Spike|Spike]] 15:22, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; OBDATA / Dye Grenade mod not working? &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;OK. I was right. Enemy Unknown only loads the OBDATA once when the game loads. TFTD loads it twice - once whenever it generates a battle. I needed a second hook for the mod in this case.  I tested it and it now works as it should. -&#039;&#039;[[User:Morgan525|Tycho]] 20:24, 5 October 2012 (EDT)&lt;br /&gt;
:: Confirmed fixed. Thanks again. [[User:Spike|Spike]] 15:36, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Displacer/Sonic damage fix&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039; I changed the damage to be 125, similar to the ratio of tank/plasma to heavy plasma in EU.-&#039;&#039;[[User:Morgan525|Tycho]] 03:52, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Display in Inventory not Localised &amp;lt;/s&amp;gt;&lt;br /&gt;
:At least when I run the game in German, it comes up as &amp;quot;Weight&amp;quot; and not something like &amp;quot;Gewicht&amp;quot;. Reactions comes up ok as &amp;quot;Zeitwerte&amp;quot;. [[User:Spike|Spike]] 09:47, 9 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Added ability for users to added their own language by copying lines from Extender&#039;s page under the equipment section to the same section in their INI, alter the text as specified, and save the INI.&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
==Bug Reports and Feedback ==&lt;br /&gt;
&lt;br /&gt;
Please check the [[Known_Bugs_(TFTD)|TFTD Known Bugs]] or [[Known_Bugs|EU Known Bugs]](for bugs common to both games) and post bugs which are part of the original game in the appropriate section. Please post any general suggestions for the game here: [[Wish_List_(TFTD)]]. &lt;br /&gt;
*Any errors that are a result of the Extender should be posted here. &lt;br /&gt;
*Use this section for suggestions and feedback on options currently available in the Extender or to discuss projects in Extender that are under development.&lt;br /&gt;
&lt;br /&gt;
== Useful alien species research ==&lt;br /&gt;
&lt;br /&gt;
Tycho, I really like this idea you proposed in the StrategyCore forum:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m thinking about giving a hp bonus to all aliens until Xcom performs an autopsy on the species to learn the location of their vital organs (like in the movie &amp;quot;Battle of LA&amp;quot;). This would give more importance to performing autopsies rather than just as a stepping stone to new tech.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Definite +1. It would be equally valid to add to UFO Extender. I suppose it could also be implemented using Vulnerabilities (no Vulnerabilities are in effect until the Autopsy is completed), or Resistances (across-the-board increased Resistances until Autopsy is completed). If that&#039;s easier.&lt;br /&gt;
:&#039;&#039;The bonus to hp was an initial thought. Later, I decided against it since it would make aliens more resistant to HE and stun, which don&#039;t rely on hitting the right locations. Increasing resistances would be the most appropriate but the damage routine code is very tight and adding anything new that won&#039;t break the existing variable stack pointers is tough. Tycho &#039;&#039;&lt;br /&gt;
::&#039;&#039;A new idea for this that I recently have been toying with, would be on the damage generation routine: Most direct fire damage is &amp;lt;s&amp;gt;0-200&amp;lt;/s&amp;gt; 50-150%, with anything over 100% considered a &amp;quot;critical hit&amp;quot;. If autopsy hasn&#039;t been preformed, then the base damage would be 0-100% and a small chance (maybe 25%) of another 0-50% for that lucky shot. With autopsy done, the game reverts back to the usual &amp;lt;s&amp;gt;0-200&amp;lt;/s&amp;gt;% on any hit.&#039;&#039;&lt;br /&gt;
That works. And it makes doing Alien Autopsies a no-brainer, as it should be. It is pretty much inconceivable that XCom wouldn&#039;t prioritise the autopsy of any newly encountered alien. And any player playing the game for the first time would do autopsies too. This mod will help experienced players to stop playing as if they&#039;ve &amp;quot;seen it all before&amp;quot;. Spike 10:35, 15 September 2012 (EDT) &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I am going to do some major changes to how this is implemented and it will go hand-in-hand with changes to the interaction with armor. Currently I am doing this for EU since I&#039;ve got a lot of help recently with music and video from members of the community.  &lt;br /&gt;
:&#039;&#039;1)For AP the armor works as it does currently: The armor value is applied as is and damage that is lower than the value is ignored but a hit that penetrates does a little damage to the armor.  &lt;br /&gt;
:&#039;&#039;2)Laser(Gauss) and Plasma(Sonic) attacks have to burn through the armor: The current armor value in the location hit is doubled and then damage is subtracted from this value. The remaining armor value (if any) is halved and saved. For these attack types, armor is stronger but quickly is gone.  A soldier in power(ion) armor can take at least one seriously good hit from a heavy plasma(sonic) from the front without damage to the soldier. In testing, I&#039;ve had a lot of occasions were a soldier in coveralls was able to survive a hit from a plasma pistol, although be seriously wounded.  &#039;&#039;&lt;br /&gt;
:&#039;&#039;3)HE works just like laser and plasma. &#039;&#039;&lt;br /&gt;
:&#039;&#039;4)Stun damage depends on the weapons used: the stun rod works like an AP attack vs armor (normal game rules), but a stun bomb is applied against the modified armor value. &lt;br /&gt;
:&#039;&#039;5)IN still works the same. Fire damage is unchanged.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Know thy Enemy:  This will now affect the damage that is applied against the unit&#039;s health: &lt;br /&gt;
*&#039;&#039;Headshot: full damage&lt;br /&gt;
*&#039;&#039;Other: If autopsy on this unit type has been done: full damage. Otherwise half damage.&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
I had a further thought on this while trying to guess what your new pre-requisites are for the various armours. For now it&#039;s really cool to be guessing but once people have figured it out, well, it will be more logical but still will have &#039;replay fatigue&#039;. Would it be possible to randomise the pre-requisites for a lot of the key research topics, from out of a plausible list of items (or even randomise pre-requisite topics)? That would make every game fresh in terms of the research sequence, and make the research aspect of the game more challenging and less dry &amp;amp; predictable. As ever, just a suggestion. :) Cheers, [[User:Spike|Spike]] 16:01, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==TFTDextender and XComUtil ==&lt;br /&gt;
&lt;br /&gt;
I suggest adding a section on co-operating with XComUtil.&lt;br /&gt;
And why it should be so complicated? Is it possible to make needed changes in XComUtil? But it has support for UFOextender - why not for TFTDextender?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;All good questions. I suggest you contact BladeFirelight, who is developing XComUtil (still?). - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: A couple of notes;&lt;br /&gt;
&lt;br /&gt;
: Getting TFTDextender to work with XcomUtil does indeed have to be handled by XcomUtil. The steps described above are not sufficient, as XcomUtil needs to know the filename for TFTDextender.&lt;br /&gt;
&lt;br /&gt;
: I put together a patch for XcomUtil that adds the support, but this was close-ish to the time when TFTDextender was still named TFTDLoader. Which means you still have to rename the extender executable, but it&#039;s buried away [http://www.strategycore.co.uk/forums/topic/9751-ufo-tftd-combo-mod-beta/ here] if anyone wants to take a look. I may update it shortly and send it off to Blade again.&lt;br /&gt;
&lt;br /&gt;
: For whatever reason, kryub&#039;s fix for the splitter code STILL doesn&#039;t prevent an error on exiting the geoscape to the battlescape, but &#039;&#039;only&#039;&#039; if using TFTDextender, and not if you&#039;re quitting the game completely. I&#039;ve been right through the ini and disabled everything I could find (cross checking against the ini ref file - by the way, that doesn&#039;t mention the &amp;quot;Enhanced Tactical AI&amp;quot; flags), but couldn&#039;t find a way to prevent this. Oddly enough it only seems to happen on my XP machine, not my Windows 7 laptop. The error is:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;TFTD crashed at 0x7C9102F6 with error 0xC0000005 trying to access 0x00000002&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 20:04, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;After using your patch, I managed to get XComUtil to run with TFTD Extender. I&#039;m using Windows XP Home. I get the above error when the program swaps from Geoscape to Battlescape and I get another error upon &#039;Quit to DOS&#039; [TFTD crashed at 0x1 with error 0xC0000005 trying to access 0x00000001] with &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; version of TFTD Extender or even Xusalik&#039;s TFTDloader. --[[User:Morgan525|Tycho]] 20:26, 26 January 2013 (EST). The only thing I can think to do from this end would be add an option that would disable the debug portion of the Loader. - [[User:Morgan525|Tycho]] 08:57, 29 January 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::I was thinking of suggesting that myself, but there are pros and cons... You&#039;d want to leave the message prompts enabled, by default.&lt;br /&gt;
&lt;br /&gt;
:::Note that disabling the code entirely is even worse, because then the default Windows debugger takes over and that takes ages to load if it&#039;s not already in RAM (and of course that still gives you an error pop-up window)... You&#039;d want it to still catch crashes, but then just exit cleanly if it detects one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 16:58, 29 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::::&#039;&#039;One could always disable the Windows Debugger, since it&#039;s of no use to anyone because XP is a &amp;quot;dead&amp;quot; OS: System Properties&amp;gt;Advanced Settings&amp;gt;Error Reporting&amp;gt;Select &#039;Disable Error Reporting&#039; and uncheck the option to report only if there is a serious error. - I do this with every version of Windows I&#039;m using, since I never had patience for the delay as the debugger loads. - [[User:Morgan525|Tycho]] 22:16, 29 January 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::::Good point - I also used to do that in the past, but it seems I somehow forgot about that with my current unit.&lt;br /&gt;
&lt;br /&gt;
:::::So assuming you go with this, it&#039;d be worth mentioning that OS setting in the Extender FAQ, not because it&#039;s anything to do with the Extender as such, but because people will look for it there. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 04:15, 30 January 2013 (EST)&lt;br /&gt;
::::&#039;&#039;I need to ensure that it would only be disabled in the case of Windows XP and a split executable.  All other combinations seem to work correctly.  BTW, thanks for the heads up about the missing entries in the INI ref file.  An oversight because I&#039;m juggling between two similar programs and I&#039;m getting easily confused.-[[User:Morgan525|Tycho]] 00:41, 31 January 2013 (EST)&#039;&#039;&lt;br /&gt;
::::&#039;&#039;I tried to completely disable debugging, but either Windows still generated it own error notification or XcomUtil spawns an infinite loop of battlescapes. The best result was to let the Extender run its debug loop but block the notifications.-[[User:Morgan525|Tycho]] 00:03, 2 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::::Reckon it&#039;d be better off to make it a user-setting rather then trying to detect the environment and whatnot. Having it automatically disabled might make it tricky to diagnose other crashes later down the track. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:14, 31 January 2013 (EST)&lt;br /&gt;
::::&#039;&#039;Good point.  Easy to code as well :)&#039;&#039;&lt;br /&gt;
::::&#039;&#039;OK. I put a new line under the [Bug Fix] section call Debug Messages.  If =1, crashes are reported to the player. If =0, debugging still occurs but the player doesn&#039;t get any notifications.  This fixes both errors that occur with XComUtil on exit from Geoscape and exit from the game.  In the case of the error on exiting geoscape, Geoscape.exe is actually terminated but XcomUtil forces Battlescape to load so it appear seamless.  In other situations, I believe the game will break to the desktop or command prompt with no warning. - [[User:Morgan525|Tycho]] 23:36, 1 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;For now you can emulate this by changing the byte in the TFTDextender.exe at 401314 from [74 13] to [EB 13].&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45252</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45252"/>
		<updated>2013-03-20T13:11:51Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Funky smoke */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change or addition to something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which track to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*Initial alien bases bug: I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Clip cursor behavior:I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet. Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
::In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
:&#039;&#039;&#039;v1.30 implements the clip cursor on all screens in Full Screen mode.  For Windowed mode, cursor clipping is implemented once a game starts, at the earliest, or whenever the battlescape starts, depending on the option selected, by design. It is still possible to break the cursor clipping, if one intentionally tries. -[[User:Morgan525|Tycho]] 00:25, 23 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::I observed that the battlescape can completely lose mouse clipping for that session if the game window loses focus due to things like an overzealous ESET firewall&#039;s always-on-top window asking every fucking hour whether Adobe Flash Player&#039;s updater is allowed internet access. The game automatically regains clipping at the start of the next battlescape session but it&#039;s still very annoying.--[[User:Amitakartok|amitakartok]] 17:18, 16 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;With Tarvis&#039; addtions, this should be fixed in a new version. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tank issues ===&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;br /&gt;
:Not long after writing the above, I had a tank panic (not berserk)... and the game didn&#039;t crash. Weird.--[[User:Amitakartok|amitakartok]] 19:59, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Known_Bugs#Berserk_HWP_crashes_the_game]]. I may have a fix for this: change the code to prevent the Berzerk option from being assigned to units with a turret weapon (Probably a little more relevant to TFTD). - [[User:Morgan525|Tycho]] 23:02, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know about the bug; the problem here is that this site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are robotic (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
* Nowhere does the Improved Laser Tank&#039;s readme description states that the tank&#039;s cannon has to be manufactured separately. Also, doesn&#039;t really make sense: the same weapon can pierce UFO hulls when mounted on aircraft but cannot when mounted on a tank? I know the aircraft is bigger but I don&#039;t think it has a bigger power source; it&#039;d be too heavy.&lt;br /&gt;
&#039;&#039;&amp;lt;s&amp;gt;In the Battlescape, if a HE pack can&#039;t breach a UFO hull, how does the Stingray/Avalanche?  The missiles wouldn&#039;t have a subtantially larger explosive charge in them than a HE pack (if not a smaller charge)&amp;lt;/s&amp;gt;. I think this is the #1 inconsistancy in XCOM. The Gallops spent a lot longer tweaking the Battlescape (for which they had all the experience and code from the Rebelstar games to utilize) than they did for the Geoscape, which was pretty much thrown together at the demand of Microprose/Spectrum Holobyte so in comparing weapons between Geoscape and Battlescape, I&#039;m inclined to view the ones in the Battlescape as the rule and consider the aircraft weapons to have some quasi-mystical damage increase that allows XCOM to shoot down UFOs (which provides the answer to another mystery of XCOM: why is the first human-made plasma weapon so superior to the alien&#039;s?).&lt;br /&gt;
:&#039;&#039;As for the tank weapons, since you can&#039;t manufacture it until after you research the corresponding craft weapon, it seems logical that the weapons are the same.  You didn&#039;t normally see this because the Gallops choose to keep manufacturing requirements to only alloy/elerium/ufo parts so usually the weapon is included in the manufacturing costs. I thought it interesting to show it overtly.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::Uh, Tycho, you may want to read up on the warhead weight of some common air-to-air missiles. Many of the larger ones are to heavy to carry, let alone throw around like the HE pack can be. [[User:AMX|AMX]] 05:21, 18 March 2013 (EDT)&lt;br /&gt;
::&#039;&#039;Your right. I think I was remembering their weights in kg but thinking it was pounds.&#039;&#039;&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame is the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? This is true for alien weapons, you can manufacture them using Elerium and Alloys, without  researching either.  Also, the same thing applies to XComUtil&#039;s heavy laser mod, and no one seemed have a problem with it so I followed the same idea.  If you want inconsistancy, the Craft Laser Cannon flavor text mentions that it runs on an antimatter reactor but E-115, Alloys, nor UFO Power Source are prerequisites for it. Further inconsitancy: Aliens show up and suddenly humans can produce laser weapons with ample, safe, portable power sources that aren&#039;t based on alien technology??&#039;&#039;&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
&#039;&#039;In regards to health and accuracy, they follow the same rules as other units.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Funky smoke ===&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Units always took some stun damage from smoke, but only at the end of Xcom&#039;s turn. With the &amp;quot;funky fire&amp;quot; mod enabled, units are taking stun damage from smoke at the end of your turn &#039;&#039;&#039;and&#039;&#039;&#039; the end of the alien turn.  Unlike fire, the amount of stun damage inflicted is related to the intensity of the smoke in the square at the end of the turn.  You might need to toss the smoke grenade further than right at the base of the ramp. I had to change my tatics slightly for this: Throw the grenade 4-5 squares from the end of the ramp, deploy a few men, and toss another to the front of the ranger. -[[User:Morgan525|Tycho]] 21:12, 19 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Well, that&#039;s the strange thing: they&#039;re not taking stun damage from the smoke but from the smoke grenade&#039;s explosion, as if it were a weak Stun Bomb.--[[User:Amitakartok|amitakartok]] 09:11, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Suggestions=&lt;br /&gt;
&lt;br /&gt;
* An INI option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable. --[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
*Editable starting soldiers attributes. &lt;br /&gt;
*Editable HWP stats of chassis and their weapons.&lt;br /&gt;
*Editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*Editable fatal wound system.&lt;br /&gt;
*A critical hit chance system.&lt;br /&gt;
*Option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Thanks for the suggestions. Most of these suggestion essentially are to incorporate mods that allow players to edit the various databases (like Seb did for OBDATA). This can be done but would require a lot of coding and since OpenXcom is nearly complete and seems to allow this level of control (and more!) over the game, I don&#039;t feel it&#039;s necessary to reinvent that wheel. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Hidden Movement speed&lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest right now: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
:&#039;&#039;If it&#039;s just the time for units dying is too fast, I could write a time delay to occur after a unit&#039;s death scream on the alien turn.  This wouldn&#039;t affect the alien turn code but rather the code that handles a unit taking damage and being killed. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45199</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45199"/>
		<updated>2013-03-19T22:09:04Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Funky smoke */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change for something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which file to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*Initial alien bases bug: I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Clip cursor behavior:I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet. Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
::In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
:&#039;&#039;&#039;v1.30 implements the clip cursor on all screens in Full Screen mode.  For Windowed mode, cursor clipping is implemented once a game starts, at the earliest, or whenever the battlescape starts, depending on the option selected, by design. It is still possible to break the cursor clipping, if one intentionally tries. -[[User:Morgan525|Tycho]] 00:25, 23 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::I observed that the battlescape can completely lose mouse clipping for that session if the game window loses focus due to things like an overzealous ESET firewall&#039;s always-on-top window asking every fucking hour whether Adobe Flash Player&#039;s updater is allowed internet access. The game automatically regains clipping at the start of the next battlescape session but it&#039;s still very annoying.--[[User:Amitakartok|amitakartok]] 17:18, 16 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;With Tarvis&#039; addtions, this should be fixed in a new version. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Suggestions=&lt;br /&gt;
&lt;br /&gt;
==Tarvis==&lt;br /&gt;
&lt;br /&gt;
I have to say, the UFO Extender is a great leg up from the DOS version! The stats on loadout screen is my favorite feature. I only have a couple minor gripes/observations, and some of them don&#039;t necessarily apply to UFO Extender:&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It would be great if a fullscreen resolution option was added instead of forcing the desktop resolution. This would be useful because I think XCOM looks best when scaled partly by nearest neighbor, and partly bilinearly. If I could set the game resolution to 640x400, I could get the exact same effect I want, but right now the only way to do that is to disable D3D which does not sit well with Win7.&lt;br /&gt;
**Another alternative is to add more scaling methods: nearest (current), bilinear, Half n&#039; Half (First pixel-doubled to 640x400 and then scaled from there with bilinear), HQ4X and more&lt;br /&gt;
::&#039;&#039;Version 1.3 incorporates Tarvis&#039; scaler option.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::I&#039;ve finished the scaler/resolution features and I want to add them to the most recent version.&lt;br /&gt;
:::&#039;&#039;I guess you could zip up the new cpp files, upload them to the site, and then add a link to it on your user page. I&#039;ll then be able to put them into an offical release. Does that sound OK?- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Replace MCI MP3 handling with DirectX calls. This would make codec issues that cause crashes much less unpredictable.&lt;br /&gt;
::Not sure if you saw this or not, but someone on [http://www.xcomufo.com/forums/index.php?showtopic=242035284#entry191604 the forums] made a patch to use BASS.dll for music instead of MCI. - [[User:Tarvis|Tarvis]]&lt;br /&gt;
:::&#039;&#039;Thanks for the information.  I played around with it and it works. Niklata, the creator, did a great job. I&#039;ve already incorporated the changes into the music.cpp file -[[User:Morgan525|Tycho]] 23:25, 29 December 2012 (EST)&#039;&#039;&lt;br /&gt;
::I wonder though, if I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Amitakok==&lt;br /&gt;
* An INI option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable.&lt;br /&gt;
* Rudimentary IFF recognition in proximity grenades, ie. it checks the unit ownership variable (the same one that gets flipped during mind control and used to cause the Hostile Civilians bug) of everyone who wanders into its sensor range and only explodes if it doesn&#039;t match the ownership of the unit that threw it. Naturally, it would be fooled by mind control and would also blow up civilians but it would minimize mine-related friendly fire...&lt;br /&gt;
** ...which makes me wonder: if a proxy kills a friendly unit, does it count as friendly fire caused by the guy who planted the proxy? If not, would you make it so, just for the hell of it?&lt;br /&gt;
* After buying the first cannon or rocket tank, that particular HWP becomes available for manufacture. Accordingly, either must be available for manufacture before laser tanks can be built (the chassis design has to come from &#039;&#039;somewhere&#039;&#039;).&lt;br /&gt;
* Depending on the aliens&#039; intelligence stat, they can deliberately blast away cover with autofire if they saw any of your soldiers taking cover behind it. They already sort-of do this with grenades but not with other weapons.&lt;br /&gt;
* Aliens actively using [[Scouting#Scout/Sniper Tactics|sniper-spotter tactics]], taking the high ground whenever possible.&lt;br /&gt;
* X-Com bases only being able to be built within the borders of the Funding Nations.&lt;br /&gt;
* Invasion Mod&lt;br /&gt;
** If any UFO passes within a certain distance to a base without a Mind Shield, the base is immediately discovered. It doesn&#039;t matter what mission it is on, not having a Mind Shield means instant detection. Accordingly, later retaliation missions do NOT send scouts but go for the battleship immediately. The outcome depends on what kind of defenses the base has:&lt;br /&gt;
*** No Grav Shield - Battleship gets through defensive fire: Base Defense mission. If the attack is repulsed, the aliens send another battleship next month.&lt;br /&gt;
*** No Grav Shield - Battleship shot down by defensive fire: the aliens send another battleship next month.&lt;br /&gt;
*** Grav Shield - Battleship gets through defensive fire: the battleship finds itself unable to land so it simply blasts the base into ashes. Entire base and all its contents are lost, no Base Defense mission possible.&lt;br /&gt;
*** Grav Shield - Battleship shot down by defensive fire: aliens decide the base is too heavily fortified and back down. Retaliation mission ends (until X-Com provokes another one, that is).&lt;br /&gt;
** Countries with an alien base sitting on their soil for more than a month are automatically infiltrated.&lt;br /&gt;
** Aliens deliberately targeting the country with the lowest X-Com activity with infiltration instead of choosing randomly.&lt;br /&gt;
** More severe consequences for alien infiltration: if a country signs a pact, X-Com is banned from that country.&lt;br /&gt;
*** All X-Com assets (bases, craft, personnel, items in storage) within the country&#039;s borders are automatically and permanently confiscated at the turn of the month the pact is made.&lt;br /&gt;
*** X-Com operations inside that country suffer a massive score penalty as they&#039;re technically violating the country&#039;s borders and airspace, causing international tension between the country (who feel the Council does not respect the charter that allows countries to withdraw from the project) and the Council (who never agreed to withdrawing X-Com&#039;s services from quitter countries in the first place).&lt;br /&gt;
** No matter how well the player actually performs, funding WILL keep dropping in the long-term as the sponsors become dissatisfied with X-Com. In fact, funding from all nations will eventually drop into the negative as the sponsors try to pressure X-Com into disbanding (well, that and ongoing rumors of X-Com self-financing through arms dealing causing them to try and get their share of the profits).&lt;br /&gt;
Hope this sounds interesting.--[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:&lt;br /&gt;
*1)editable starting soldiers attributes. &lt;br /&gt;
*2) editable HWP stats of chassis and their weapons.&lt;br /&gt;
*3) editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*4) editable fatal wound system.&lt;br /&gt;
*5) a critical hit chance system.&lt;br /&gt;
*6) option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Thanks for the suggestions. Most of these suggestion essentially are to incorporate mods that allow players to edit the various databases (like Seb did for OBDATA). This can be done but would require a lot of coding and since OpenXcom is nearly complete and seems to allow this level of control (and more!) over the game, I don&#039;t feel it&#039;s necessary to reinvent that wheel. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Hidden Movement speed === &lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest right now: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
:&#039;&#039;If it&#039;s just the time for units dying is too fast, I could write a time delay to occur after a unit&#039;s death scream on the alien turn.  This wouldn&#039;t affect the alien turn code but rather the code that handles a unit taking damage and being killed. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tank issues ==&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;br /&gt;
:Not long after writing the above, I had a tank panic (not berserk)... and the game didn&#039;t crash. Weird.--[[User:Amitakartok|amitakartok]] 19:59, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Known_Bugs#Berserk_HWP_crashes_the_game]]. I may have a fix for this: change the code to prevent the Berzerk option from being assigned to units with a turret weapon (Probably a little more relevant to TFTD). - [[User:Morgan525|Tycho]] 23:02, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know about the bug; the problem here is that this site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are robotic (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
* Nowhere does the Improved Laser Tank&#039;s readme description states that the tank&#039;s cannon has to be manufactured separately. Also, doesn&#039;t really make sense: the same weapon can pierce UFO hulls when mounted on aircraft but cannot when mounted on a tank? I know the aircraft is bigger but I don&#039;t think it has a bigger power source; it&#039;d be too heavy.&lt;br /&gt;
&#039;&#039;In the Battlescape, if a HE pack can&#039;t breach a UFO hull, how does the Stingray/Avalanche?  The missiles wouldn&#039;t have a subtantially larger explosive charge in them than a HE pack (if not a smaller charge). I think this is the #1 inconsistancy in XCOM. The Gallops spent a lot longer tweaking the Battlescape (for which they had all the experience and code from the Rebelstar games to utilize) than they did for the Geoscape, which was pretty much thrown together at the demand of Microprose/Spectrum Holobyte so in comparing weapons between Geoscape and Battlescape, I&#039;m inclined to view the ones in the Battlescape as the rule and consider the aircraft weapons to have some quasi-mystical damage increase that allows XCOM to shoot down UFOs (which provides the answer to another mystery of XCOM: why is the first human-made plasma weapon so superior to the alien&#039;s?).&lt;br /&gt;
:&#039;&#039;As for the tank/laser (or hovercraft/plasma,) since you can&#039;t manufacture it until after you research the corresponding craft weapon, it seems logical that the weapons are the same.  You don&#039;t see it with the hovertank/plasma because the Gallops choose to keep manufacturing requirements to only alloy/elerium/ufo parts and the cost of the weapon is included in the manufacturing requirements. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::Uh, Tycho, you may want to read up on the warhead weight of some common air-to-air missiles. Many of the larger ones are to heavy to carry, let alone throw around like the HE pack can be. [[User:AMX|AMX]] 05:21, 18 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;Your right. I think I was remembering their weights in kg but thinking it was pounds.&#039;&#039;&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame is the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? Also, the same thing occurs with XComUtil&#039;s heavy laser mod, and no one seemed have a problem with it so I followed the same idea.  If you want inconsistancy, the Craft Laser Cannon flavor text mentions that it runs on an antimatter reactor but E-115, Alloys, nor UFO Power Source are prerequisites for it. Further inconsitancy: Aliens just show up and suddenly humans can produce laser weapons with ample, portable power sources that aren&#039;t based on alien technology??&#039;&#039;&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
&#039;&#039;In regards to health and accuracy, they follow the same rules as other units.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Funky smoke ==&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation; rookies start to drop unconscious at around turn 8, with the rest dangerously close to going under as well by the time we finish securing the LZ. Even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates, forcing me to fight at reduced troop strength.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45198</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45198"/>
		<updated>2013-03-19T22:05:45Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Funky smoke */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change for something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which file to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*Initial alien bases bug: I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Clip cursor behavior:I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet. Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
::In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
:&#039;&#039;&#039;v1.30 implements the clip cursor on all screens in Full Screen mode.  For Windowed mode, cursor clipping is implemented once a game starts, at the earliest, or whenever the battlescape starts, depending on the option selected, by design. It is still possible to break the cursor clipping, if one intentionally tries. -[[User:Morgan525|Tycho]] 00:25, 23 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::I observed that the battlescape can completely lose mouse clipping for that session if the game window loses focus due to things like an overzealous ESET firewall&#039;s always-on-top window asking every fucking hour whether Adobe Flash Player&#039;s updater is allowed internet access. The game automatically regains clipping at the start of the next battlescape session but it&#039;s still very annoying.--[[User:Amitakartok|amitakartok]] 17:18, 16 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;With Tarvis&#039; addtions, this should be fixed in a new version. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Suggestions=&lt;br /&gt;
&lt;br /&gt;
==Tarvis==&lt;br /&gt;
&lt;br /&gt;
I have to say, the UFO Extender is a great leg up from the DOS version! The stats on loadout screen is my favorite feature. I only have a couple minor gripes/observations, and some of them don&#039;t necessarily apply to UFO Extender:&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It would be great if a fullscreen resolution option was added instead of forcing the desktop resolution. This would be useful because I think XCOM looks best when scaled partly by nearest neighbor, and partly bilinearly. If I could set the game resolution to 640x400, I could get the exact same effect I want, but right now the only way to do that is to disable D3D which does not sit well with Win7.&lt;br /&gt;
**Another alternative is to add more scaling methods: nearest (current), bilinear, Half n&#039; Half (First pixel-doubled to 640x400 and then scaled from there with bilinear), HQ4X and more&lt;br /&gt;
::&#039;&#039;Version 1.3 incorporates Tarvis&#039; scaler option.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::I&#039;ve finished the scaler/resolution features and I want to add them to the most recent version.&lt;br /&gt;
:::&#039;&#039;I guess you could zip up the new cpp files, upload them to the site, and then add a link to it on your user page. I&#039;ll then be able to put them into an offical release. Does that sound OK?- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Replace MCI MP3 handling with DirectX calls. This would make codec issues that cause crashes much less unpredictable.&lt;br /&gt;
::Not sure if you saw this or not, but someone on [http://www.xcomufo.com/forums/index.php?showtopic=242035284#entry191604 the forums] made a patch to use BASS.dll for music instead of MCI. - [[User:Tarvis|Tarvis]]&lt;br /&gt;
:::&#039;&#039;Thanks for the information.  I played around with it and it works. Niklata, the creator, did a great job. I&#039;ve already incorporated the changes into the music.cpp file -[[User:Morgan525|Tycho]] 23:25, 29 December 2012 (EST)&#039;&#039;&lt;br /&gt;
::I wonder though, if I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Amitakok==&lt;br /&gt;
* An INI option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable.&lt;br /&gt;
* Rudimentary IFF recognition in proximity grenades, ie. it checks the unit ownership variable (the same one that gets flipped during mind control and used to cause the Hostile Civilians bug) of everyone who wanders into its sensor range and only explodes if it doesn&#039;t match the ownership of the unit that threw it. Naturally, it would be fooled by mind control and would also blow up civilians but it would minimize mine-related friendly fire...&lt;br /&gt;
** ...which makes me wonder: if a proxy kills a friendly unit, does it count as friendly fire caused by the guy who planted the proxy? If not, would you make it so, just for the hell of it?&lt;br /&gt;
* After buying the first cannon or rocket tank, that particular HWP becomes available for manufacture. Accordingly, either must be available for manufacture before laser tanks can be built (the chassis design has to come from &#039;&#039;somewhere&#039;&#039;).&lt;br /&gt;
* Depending on the aliens&#039; intelligence stat, they can deliberately blast away cover with autofire if they saw any of your soldiers taking cover behind it. They already sort-of do this with grenades but not with other weapons.&lt;br /&gt;
* Aliens actively using [[Scouting#Scout/Sniper Tactics|sniper-spotter tactics]], taking the high ground whenever possible.&lt;br /&gt;
* X-Com bases only being able to be built within the borders of the Funding Nations.&lt;br /&gt;
* Invasion Mod&lt;br /&gt;
** If any UFO passes within a certain distance to a base without a Mind Shield, the base is immediately discovered. It doesn&#039;t matter what mission it is on, not having a Mind Shield means instant detection. Accordingly, later retaliation missions do NOT send scouts but go for the battleship immediately. The outcome depends on what kind of defenses the base has:&lt;br /&gt;
*** No Grav Shield - Battleship gets through defensive fire: Base Defense mission. If the attack is repulsed, the aliens send another battleship next month.&lt;br /&gt;
*** No Grav Shield - Battleship shot down by defensive fire: the aliens send another battleship next month.&lt;br /&gt;
*** Grav Shield - Battleship gets through defensive fire: the battleship finds itself unable to land so it simply blasts the base into ashes. Entire base and all its contents are lost, no Base Defense mission possible.&lt;br /&gt;
*** Grav Shield - Battleship shot down by defensive fire: aliens decide the base is too heavily fortified and back down. Retaliation mission ends (until X-Com provokes another one, that is).&lt;br /&gt;
** Countries with an alien base sitting on their soil for more than a month are automatically infiltrated.&lt;br /&gt;
** Aliens deliberately targeting the country with the lowest X-Com activity with infiltration instead of choosing randomly.&lt;br /&gt;
** More severe consequences for alien infiltration: if a country signs a pact, X-Com is banned from that country.&lt;br /&gt;
*** All X-Com assets (bases, craft, personnel, items in storage) within the country&#039;s borders are automatically and permanently confiscated at the turn of the month the pact is made.&lt;br /&gt;
*** X-Com operations inside that country suffer a massive score penalty as they&#039;re technically violating the country&#039;s borders and airspace, causing international tension between the country (who feel the Council does not respect the charter that allows countries to withdraw from the project) and the Council (who never agreed to withdrawing X-Com&#039;s services from quitter countries in the first place).&lt;br /&gt;
** No matter how well the player actually performs, funding WILL keep dropping in the long-term as the sponsors become dissatisfied with X-Com. In fact, funding from all nations will eventually drop into the negative as the sponsors try to pressure X-Com into disbanding (well, that and ongoing rumors of X-Com self-financing through arms dealing causing them to try and get their share of the profits).&lt;br /&gt;
Hope this sounds interesting.--[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:&lt;br /&gt;
*1)editable starting soldiers attributes. &lt;br /&gt;
*2) editable HWP stats of chassis and their weapons.&lt;br /&gt;
*3) editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*4) editable fatal wound system.&lt;br /&gt;
*5) a critical hit chance system.&lt;br /&gt;
*6) option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Thanks for the suggestions. Most of these suggestion essentially are to incorporate mods that allow players to edit the various databases (like Seb did for OBDATA). This can be done but would require a lot of coding and since OpenXcom is nearly complete and seems to allow this level of control (and more!) over the game, I don&#039;t feel it&#039;s necessary to reinvent that wheel. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Hidden Movement speed === &lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest right now: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
:&#039;&#039;If it&#039;s just the time for units dying is too fast, I could write a time delay to occur after a unit&#039;s death scream on the alien turn.  This wouldn&#039;t affect the alien turn code but rather the code that handles a unit taking damage and being killed. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tank issues ==&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;br /&gt;
:Not long after writing the above, I had a tank panic (not berserk)... and the game didn&#039;t crash. Weird.--[[User:Amitakartok|amitakartok]] 19:59, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Known_Bugs#Berserk_HWP_crashes_the_game]]. I may have a fix for this: change the code to prevent the Berzerk option from being assigned to units with a turret weapon (Probably a little more relevant to TFTD). - [[User:Morgan525|Tycho]] 23:02, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know about the bug; the problem here is that this site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are robotic (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
* Nowhere does the Improved Laser Tank&#039;s readme description states that the tank&#039;s cannon has to be manufactured separately. Also, doesn&#039;t really make sense: the same weapon can pierce UFO hulls when mounted on aircraft but cannot when mounted on a tank? I know the aircraft is bigger but I don&#039;t think it has a bigger power source; it&#039;d be too heavy.&lt;br /&gt;
&#039;&#039;In the Battlescape, if a HE pack can&#039;t breach a UFO hull, how does the Stingray/Avalanche?  The missiles wouldn&#039;t have a subtantially larger explosive charge in them than a HE pack (if not a smaller charge). I think this is the #1 inconsistancy in XCOM. The Gallops spent a lot longer tweaking the Battlescape (for which they had all the experience and code from the Rebelstar games to utilize) than they did for the Geoscape, which was pretty much thrown together at the demand of Microprose/Spectrum Holobyte so in comparing weapons between Geoscape and Battlescape, I&#039;m inclined to view the ones in the Battlescape as the rule and consider the aircraft weapons to have some quasi-mystical damage increase that allows XCOM to shoot down UFOs (which provides the answer to another mystery of XCOM: why is the first human-made plasma weapon so superior to the alien&#039;s?).&lt;br /&gt;
:&#039;&#039;As for the tank/laser (or hovercraft/plasma,) since you can&#039;t manufacture it until after you research the corresponding craft weapon, it seems logical that the weapons are the same.  You don&#039;t see it with the hovertank/plasma because the Gallops choose to keep manufacturing requirements to only alloy/elerium/ufo parts and the cost of the weapon is included in the manufacturing requirements. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::Uh, Tycho, you may want to read up on the warhead weight of some common air-to-air missiles. Many of the larger ones are to heavy to carry, let alone throw around like the HE pack can be. [[User:AMX|AMX]] 05:21, 18 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;Your right. I think I was remembering their weights in kg but thinking it was pounds.&#039;&#039;&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame is the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? Also, the same thing occurs with XComUtil&#039;s heavy laser mod, and no one seemed have a problem with it so I followed the same idea.  If you want inconsistancy, the Craft Laser Cannon flavor text mentions that it runs on an antimatter reactor but E-115, Alloys, nor UFO Power Source are prerequisites for it. Further inconsitancy: Aliens just show up and suddenly humans can produce laser weapons with ample, portable power sources that aren&#039;t based on alien technology??&#039;&#039;&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
&#039;&#039;In regards to health and accuracy, they follow the same rules as other units.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Funky smoke ==&lt;br /&gt;
&lt;br /&gt;
In my last few Battlescape sessions (not having researched powered armor yet), I noticed several times that an exploding smoke grenade inflicts some ~20 stun damage to unarmored soldiers in the blast radius, causing them to pass out faster than otherwise due to smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
The setup is this (no one is packing incendiary munitions so it&#039;s not the Funky Fire bug): first round, team deploys from &#039;ranger. One guy tosses smoke grenade to bottom of ramp. End of round, grenade goes off and covers the deployment area with smoke. Next turn, I notice every soldier underneath the smoke having a very prominent stun bar covering almost half of their health bar, far more than it should be from the two rounds of smoke inhalation. This makes my usual tactic of using a smoke screen for deployment in terror missions useless as half of my team drops unconscious before we secure the area, with the rest dangerously close to going under as well; even if they recover, they immediately get stunned again by the smoke and I tend to clean out the map before the cloud dissipates.&lt;br /&gt;
&lt;br /&gt;
Did the 2048 smoke tiles hack change something it wasn&#039;t supposed to or is this behavior normal? Smoke grenades directly dealing stun damage, I mean.--[[User:Amitakartok|amitakartok]] 18:05, 19 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Wish_List_(EU)&amp;diff=45197</id>
		<title>Wish List (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Wish_List_(EU)&amp;diff=45197"/>
		<updated>2013-03-19T21:45:13Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Grenade Launchers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-Com is a great game and as evidence just look to the fact this wiki exists even though the game pre-dates the internet. In all it&#039;s greatness X-Com has some elements and behaviors players wish they could change. This is a repository of those desires. Some day a fan mod may make your wish come true...&lt;br /&gt;
&lt;br /&gt;
= I Wish... =&lt;br /&gt;
State what you want AND what X-com does normally. Sign your name if you think &amp;quot;Oh man! That would be great!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Geoscape and Strategic ==&lt;br /&gt;
&lt;br /&gt;
=== Aircraft ===&lt;br /&gt;
&lt;br /&gt;
==== Smarter Aircraft Movement Around Globe ====&lt;br /&gt;
I wish all craft understood the shortest distance between two points on a globe is a curved path towards the poles. Normally a craft goes in the opposite direction than it should (towards the equator). Pain in the ass when the base in the UK sends a craft to Siberia.&lt;br /&gt;
--[[User:Brunpal|Brunpal]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Smart Interception ====&lt;br /&gt;
&lt;br /&gt;
Aircraft intercepting a UFO just head straight toward the UFOs current position at all times. Unless the UFO is already on a head-on course, this results in the interceptor travelling through a closing parabolic spiral path, and often missing the UFO and ending up in a tail-chase, and then just falling further behind unless the UFO stops or reverses course. This is pretty basic stuff, fighter pilots have known how to do this better for nearly a hundred years. It is particularly important if the aircraft you are trying to intercept is moving faster than you (eg if you are flying an Interceptor). &lt;br /&gt;
&lt;br /&gt;
What is needed is to plot the UFO&#039;s current course and speed (which X-Com has from radar data), and plot an intercept course. The maths for this is pretty easy (the intersection of 2 vectors) and can be implemented in a few lines of code, if we can find out where the current interception algorithm is, and patch it. &lt;br /&gt;
&lt;br /&gt;
Actually the radar bearing shown on screen is only accurate to within 45 degrees. I presume that X-Com does actually know the UFO&#039;s bearing, since it can clearly track the UFO&#039;s movements. Finding where that variable is located might be different. &lt;br /&gt;
&lt;br /&gt;
While we&#039;re at it, it would be nice if the UFO detection information displayed the actual bearing in degrees, rather than just the compass direction (North East, South, etc). &lt;br /&gt;
&lt;br /&gt;
Even if the improved intercept algorithm only used a bearing accurate to within 45 degrees, that would still be better for remote UFOs. You might need to switch to &amp;quot;head straight for it&amp;quot; once you get to very close range. [[User:Spike|Spike]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== All Aircraft Weapons Useful ====&lt;br /&gt;
&lt;br /&gt;
In a balanced game, all weapons should have their uses, or at least a niche, but sadly this is not so:&lt;br /&gt;
&lt;br /&gt;
The Cannon is only useful for shooting down Small Scouts, and even that is practically impossible, due to the difficulty in closing to 10km range with any UFO, particularly the fast-accelerating Small Scout. The fact that its ammo takes 96 hours to arrive, when all other craft ammo types only take 48 hours, is a bizarre anomaly making the Cannon marginally even less useful - particularly since the time you would use it most is at the beginning of the game, when you do not have enough ammunition even to deploy the Cannon you already given. &lt;br /&gt;
&lt;br /&gt;
The Stingray is only really useful for forcing down Small Scouts (it usually avoids destroying them) and otherwise the Avalanche is better in every meaningful way. The Stingray also takes twice as long to rearm for some odd reason, making it operationally much worse than the Avalanche.&lt;br /&gt;
&lt;br /&gt;
The (unmodified) Laser Cannon is inferior to the Avalanche for more or less everything, apart from running cost. It does have a higher payload but this is hardly relevant (except perhaps in allowing the aircraft to remain on station longer, performing multiple engagements before entering the time-consuming refuel/re-arm cycle). If attacking a UFO that you would struggle to kill with Avalanches, you are unlikely to own an aircraft that would survive long enough to inflict more damage than an Avalanche when mounting Laser Cannon instead. &lt;br /&gt;
&lt;br /&gt;
The Fusion Ball Launcher has a [[Talk:Craft_Armaments#Fusion_Balls_better_than_Plasma_Beams.3F|possible niche]] in fighting Battleships when mounted on Interceptors. Even then, it is difficult and expensive to have aircraft configured to fight only one enemy. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the optimum path for craft weapon development is all-Avalanche followed by all-Plasma Beam. This is a shame. &lt;br /&gt;
&lt;br /&gt;
Suggestions to &#039;tune up&#039; the other weapons (see link below for latest suggestions/detail):&lt;br /&gt;
&lt;br /&gt;
*Cannon - Increase the damage to 15 and 50% hit. So at least there is a pay-off if you manage to get in close. &lt;br /&gt;
*Stingray - Raise Stingray accuracy to 80% but drop Avalanche to 60%. Double the rearm rate so it can be reloaded as fast as an Avalanche launcher.&lt;br /&gt;
*Laser Cannon - increase accuracy to 50% and damage to 100. &lt;br /&gt;
*FBL - increase the ammo from 2 to 3. &lt;br /&gt;
&lt;br /&gt;
It might be worth considering &#039;tune down&#039; the Plasma Beam as well, particularly its stand-off range. It seems odd that humans copy alien plasma weapons and right away improve the range. It would be reasonable if the human plasma cannon had shorter range than the UFO plasma cannons, and more consistent with the ranges of other cannon weapons. (One could ask how X-Com even developed a targeting system that is accurate for direct fire at or beyond the extreme range of self-homing missiles - even if the plasma cannon itself is that accurate, how do you exploit that accuracy by aiming it?).&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 04:02, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
An alternative to tweaking the stats, is to tweak the costs. Realistic costs such as $386K for an Avalanche and $125K for a Stingray will put some pressure to use weapons that are cheaper to operate. And XComUtil has an option that substantially increases the effective build costs of Plasma Beams, making them less optimal.&lt;br /&gt;
&lt;br /&gt;
See also: [[User:Spike#Balancing_Aircraft_Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Score for retaliation Battleships===&lt;br /&gt;
&lt;br /&gt;
When a Battleship on retaliation attacks your base and is shot down, you get no score for it. This is completely illogical and it discourages any use of base defences. You should get normal 700 (or even 1400) points for it.&lt;br /&gt;
--[[User:Kyrub|Kyrub]] 14:05, 30 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not sure about this. Yes it&#039;s illogical, but it could also be a licence to get a huge score if you have a strong enough base. [[User:Spike|Spike]] 12:16, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: The impenetrable base setup would turn into a cheat. As the aliens will keep hammering the base with a battleship until one breaks through, you&#039;ll have a steady supply of points without having to really do anything. Some balancing, such as paying to rearm your defence modules, ought to be thrown in to balance things out. -[[User:NKF|NKF]] 23:13, 13 September 2008 (PDT)&lt;br /&gt;
::: A better fix would be to remove the retaliation flag when a battleship is destroyed. If someone can post a savegame with a never-ending flow of base attacks, I may have a look at the fix. [[User:Seb76|Seb76]] 01:05, 15 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::: Ummm, it seems the best solution (I, for one, can&#039;t think of any better), but wouldn&#039;t it assume that only the BattleShip really locates the player&#039;s base? All those scouts for nothing? [Still the best solution, though] [[User:N|n]] 15:01, 16 August 2010 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
=== Tougher UFOs  ===&lt;br /&gt;
&lt;br /&gt;
==== The Problem ====&lt;br /&gt;
&lt;br /&gt;
So let me get this straight. The first hybrid airborne weapon that humans ever build, and it immediately outclasses every weapon the aliens ever built, including their Battleship weapon? After all the Aliens have only been building plasma weapons for a few million years, us humans have been doing it for &#039;&#039;months&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
More to the point, once you get Plasma Beams, downing UFOs is like shooting fish in a barrel. Even Battleships aren&#039;t that exciting if you show up with enough ships. &lt;br /&gt;
&lt;br /&gt;
What is needed is to push up the range, damage, and rate of fire of all the UFO weapons, particularly the UFOs you will be fighting by the time you have plasma beams. At a minimum, the weapon on a Battleship should be at least as powerful as, say, 2 Plasma Beams (as found on the XCom craft it is fighting)? Instead of slightly less than half as powerful? Compared to a single Plasma Beam, only the Battleship weapon has better range. It has double the accuracy, slightly higher damage, but half the fire rate. Net 5.7% more firepower than one Plasma Beam, but no match for 2. And the Battleship weapon of course is the most powerful in the alien arsenal. &lt;br /&gt;
&lt;br /&gt;
Possible tune ups for UFOs:&lt;br /&gt;
&lt;br /&gt;
*Battleship - increase to 255 weapon power, improve reload rate to 12 (from 24). Now roughly equivalent to 4 Plasma Beams in total firepower (on Beginner difficulty). Increase range to 69km, so that the Battleship commences fire as soon as an XCom craft begins its attack run. Or better, increase range to 70+km, the limit of the interception window, so that the Battleship starts firing immediately the XCom craft enters air combat range. This would disrupt XCom aircrafts&#039; ability to form up into a flight of 4, prior to commencing their attack. Overall, this would make it much harder to down Battleships. Increasing weapon range to 70+km would also make it much harder to tail a Battleship - manual control in the Geoscape would be needed to hold off outside of combat range. Really, the Battleship should not sit there like a sitting duck. Does it think XCom are friendly?&lt;br /&gt;
*Terror Ship - increase range to 52 (or decrease Plasma Beam range to 42), so stand-off kills are not possible with Plasma Beams?&lt;br /&gt;
*Actually maybe all the larger UFOs should have weapon range 69-70+km, so they behave very aggressively toward XCom craft. &lt;br /&gt;
&lt;br /&gt;
NB: Strange effects occur if weapon range goes over 70km so it&#039;s probably best to leave it at 70km rather than 75km.&lt;br /&gt;
&lt;br /&gt;
NB: Also, changes to rate of fire need to be looked at carefully though because Difficulty Level also reduces reload rate for UFOs. Between Beginner (Difficulty 0) and Superhuman (Difficulty 4), rate of fire (and thus firepower) for Battleships, Terror Ships and Supply Ships increases by 24/(24-4x2=16) or 50%. But if the base reload rate for these weapons was reduced to 12, the transition from Beginner to Advanced would increase firepower &#039;&#039;&#039;three&#039;&#039;&#039; times for these 3 UFOs (less so for the smaller UFOs). It is less risky to increase the weapon power. Unfortunately there are only 2 firepower variables to play with - damage and reload rate - so there are not a lot of options, especially for the Battleship which already has weapon strength 148 out of a probable maximum of 255.&lt;br /&gt;
&lt;br /&gt;
:More detail on this. For Medium Scout, Large Scout and Abductor, with nominal reload rate 48gs, the rate of fire improves +20% between Beginner and Superhuman. For Harvester (32gs) it improves one third. For Large UFOs (Terror Ship, Supply Ship, Battleship - 24gs) the improvement is +50%. [[User:Spike|Spike]] 20:28, 14 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
I think we should assume that the Battleship, which is bigger than the entire XCom base, is engaging XCom craft with its secondary weapons rather than its main armament, which could probably destroy Manhattan with a glancing hit. &lt;br /&gt;
&lt;br /&gt;
I would really like to see the hypothetical Mega-Battleship go up against XCom&#039;s finest - a flight of 4 Avengers armed with dual Plasma Cannon or dual Fusion Ball Launchers. With the Battleship having 70+km range, 255 weapon power, and an effective fire rate on Superhuman triple that of the PB, it would have the firepower of 11 Plasma Beams - 36% more firepower than the whole attacking XCom force combined. To be honest I think that would be carnage, not sure XCom could win. So that would be tuning the Battleship up too much. The 3-fold increase in rate of fire when on Superhuman is just too much. Maybe just max out the damage to 255 and range to 75. This gives a 72% increase in firepower, and a challenging tactical problem for XCom (forming up and approaching under fire).&lt;br /&gt;
&lt;br /&gt;
The smaller UFOs can probably stay as they are. It is not until later in the game that XCom advances so that even large UFOs are easy pickings. What is the crossover point? Maybe the medium UFOs. So it might be good to reduce the reload times of the medium UFOs from 48 / 32 to 24, a good increase in firepower. &lt;br /&gt;
&lt;br /&gt;
In general I think all UFOs energy weapons should have at least as good range as the XCom energy weapons, even the Medium Scout. Again, they have been using these weapons for millions of years and we only just figured out how to copy them from the aliens, how could our weapons be better than the aliens? How did our first plasma weapon out-range and out-perform all but the hugest UFO plasma beam? And on an airframe the size of a Small Scout we mount &#039;&#039;two&#039;&#039; such weapons? On the battlefield we only are able to replicate alien weapons;  how is it that in the air we are able to improve on them &#039;&#039;masssively&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
Perhaps there should never be a stand-off advantage, except possibly with missiles -which should be less accurate with longer range. The XCom stand off advantage is really unfair because as far as I have seen the UFOs never attempt to close to effective range, even when they are getting killed. They don&#039;t break off much, either, though I think I have seen that happen on occasion. &lt;br /&gt;
&lt;br /&gt;
==== Specific Proposals ==== &lt;br /&gt;
&lt;br /&gt;
===== No Standoff Beam Attacks =====&lt;br /&gt;
&lt;br /&gt;
Increase &#039;&#039;all&#039;&#039; UFO plasma weapon ranges to at least 55km (compared to 52km for the XCom plasma weapon). Now only launched XCom weapons (Avalanche and Fusion Ball) have standoff advantage. Probably also reduce the accuracy of the Avalanche to 60% and buff Stingray accuracy to 80%, providing both weapons with a useful niche role.&lt;br /&gt;
&lt;br /&gt;
===== No Standoff Attacks =====&lt;br /&gt;
&lt;br /&gt;
Increase &#039;&#039;all&#039;&#039; UFO plasma weapon ranges to 66km (compared to 52km for the XCom plasma weapon). Now &#039;&#039;no&#039;&#039; XCom weapon has standoff advantage. (The benefit of a longer range weapon is simply spending less time being fired on by the UFO.)&lt;br /&gt;
&lt;br /&gt;
===== Twitchy Aliens =====&lt;br /&gt;
&lt;br /&gt;
Increase all UFO ranges to 69km. They will attack as soon as XCom aircraft commence any attack run.&lt;br /&gt;
&lt;br /&gt;
===== Hostile Aliens =====&lt;br /&gt;
&lt;br /&gt;
Increase all UFO ranges to 70km. They will attack as soon as XCom aircraft enter intercept range. UFOs now fire first, and tailing them unchallenged is impossible. &lt;br /&gt;
&lt;br /&gt;
===== Improved Medium UFOs =====&lt;br /&gt;
&lt;br /&gt;
Reduce (improve) the nominal reload time of Medium UFOs, Abductors and Harvesters, from 48gs and 32gs to 24gs. This increases the challenge in the early-mid game, when XCom might first be deploying advanced weapons.&lt;br /&gt;
&lt;br /&gt;
===== Improved Battleships =====&lt;br /&gt;
&lt;br /&gt;
Increase damage to 255. They&#039;re firing (bigger) Fusion Balls! A Battleship now has the same firepower as one XCom Craft with dual Plasma Beams (gosh wow!). It&#039;s a start, but what if we...&lt;br /&gt;
&lt;br /&gt;
===== Super Battleships =====&lt;br /&gt;
&lt;br /&gt;
... also reduce nominal reload time to 18gs. Giving a further one-third extra firepower on Beginner, 60% more on Superhuman.&lt;br /&gt;
&lt;br /&gt;
===== Mega Battleships =====&lt;br /&gt;
&lt;br /&gt;
... or for a real challenge, reduce reload time to 12gs. A further doubling of the firepower on Beginner - a further &#039;&#039;four&#039;&#039; times increase on Superhuman. Now Superhuman Battleships out-gun the biggest fleet XCom can throw at them!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 00:25, 19 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: the flip side of this is weakening Xcom craft - apart from firepower issues there is also the issue of range: the ranges of the transport craft are such that really no more than 1 manned base is necessary to cover the globe for terror site defense. Setting e.g. the fuel capacity of the Skyranger to 500 results in roughly 1 base per continent required. This has interesting strategic consequences: need for more bases makes the ecomics more challenging (and thus slows down research). [[User:Emphyrio|Emphyrio]] 08:43, 9 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Enforced Variant Games===&lt;br /&gt;
&lt;br /&gt;
Various people like to play various variant games, such as No Alien Technology, or No Detection, or No Lethal Weapons - see for example Scott Jones&#039; notes to XComUtil. It would be nice to have options on the game executable to enforce these scenarios. Self restraint is hard! [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Some of these variant scenarios have been implemented in [[UFO Extender]] by [[User:Seb76#Mods|Seb76]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Recruit Certain Alien Types===&lt;br /&gt;
&lt;br /&gt;
Consider that not all aliens are loyal to their master (most TFTD alien has a device lodged to its brain), it would be interesting (or at least cool) if we could recuit such aliens to the XCOM cause. Maybe we can remove the controling devices from captive aliens after research on that species. Or convince the head of the Snakemen that it would be far more benefit to his race to help us instead of the Ethereals [[User:L-Zwei|L-Zwei]] 23:25, 12 September 2008 (PDT).&lt;br /&gt;
&lt;br /&gt;
Only certain alien types should be recruitable. Ones that should NOT be include Mutons (as they are directly controlled by Ethereals), Chrysallids (unbalancing), etc. It would be nice to be able to reverse-engineer Cyberdiscs or Sectopods, or make it that a Cyberdisc must be researched to build hovertanks/etc.&lt;br /&gt;
[[User:MagicJuggler|MagicJuggler]] 13:32, 18 September 2008 (PDT)&lt;br /&gt;
: It&#039;s pretty obvious which ones should be recruitable: non-robotic terror units that are captured alive. Chryssalids should simply do melee damage instead of impregnating (as the resulting spawn would not be mind-controlled and therefore XCOM wouldn&#039;t do it). Silacoids would be pretty ineffectual, and reapers slightly less so, but both would be disposable scouts. Celatids might actually have some use (eating through hulls with acid, and arcing over walls) but are fragile. All of these would require capturing a terror alien alive after researching Psi Amp. The two robotic units should require a live alien Engineer researched as well as UFO Construction, and the materials for building one would be one corpse of the appropriate type, Alien alloys and Elerium (to repair and refuel the husk). The Sectopod should probably be nerfed somewhat, so that it isn&#039;t quite so invincible to Heavy Plasma shots - after all, it was probably a twisted and melted modern art piece by the time it finally went down). [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
==== Game option: sell only researched items ====&lt;br /&gt;
&lt;br /&gt;
The fact that you may sell the alien items for the best price once you get them, without any research, is illogical. Such staff would never get on the market, being top secret and potentially dangerous to the humanity.&lt;br /&gt;
&lt;br /&gt;
Selling without proper research does not help the replay value of the game either: once you know the &amp;quot;right path&amp;quot; to get the best items, you simply sell anything else immediately and ignore the unnecessary research. Too easy.&lt;br /&gt;
&lt;br /&gt;
Therefore I wish for this game option: unknown items are sold for 0 (including the alien corpses), the known ones for their full price. This makes the sustainable economics much harder to develop and it gives sense to the &amp;quot;useless&amp;quot; research. Last but not least, it adds a lot of depth to the gameplay: will you choose research of a new weapon you need on the field, or of a mind probe that will earn you millions in sales? --[[User:Kyrub|Kyrub]] 15:55, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I really like this option, it&#039;s a great idea. Makes the game harder and makes it more interesting, more varied. Gives extra value to the otherwise &amp;quot;useless&amp;quot; research paths. Good thinking! [[User:Spike|Spike]] 15:06, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;d prefer that unresearched artifacts/corpses sold for a fraction of their original value (no more than 25%). It makes no sense that nobody would pay to research them for themselves. Additionally, Laser Cannon sell price needs to be nerfed. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
: This would have the added benefit that you would know if it was &#039;safe&#039; or not to sell an item research wise.  Coloring the un-researched items differently on the Sell/Sack screen would be good too ~ [[User:Renegrade|Renegrade]] 13:30, 19 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== New Research Mechanics ====&lt;br /&gt;
&lt;br /&gt;
The above comments spurred some ideas to make the research more realistic and the path to victory less obvious. &lt;br /&gt;
&lt;br /&gt;
For flavor reasons, give research options vague names instead of exact names. This already exists in some research topics, such as &amp;quot;New Fighter Craft&amp;quot; instead of &amp;quot;Firestorm&amp;quot;. So, research topics might read &amp;quot;Alien Hovertank Wreck&amp;quot; instead of &amp;quot;Cyberdisc Corpse&amp;quot;, &amp;quot;Grey Alien Corpse&amp;quot; instead of &amp;quot;Sectoid Corpse&amp;quot; or &amp;quot;Alien Pistol&amp;quot; instead of &amp;quot;Plasma Pistol&amp;quot;. The names would be revealed in the UFOpaedia entry, and certain items would then be renamed as per common sense.&lt;br /&gt;
&lt;br /&gt;
Hide the ranks of aliens in captivity until they are researched (so you&#039;d see Live Grey Alien #1, Live Grey Alien #2 if you had two Sectoids available for research). However, if you happened to have two Soldier ranks in containment, you&#039;d only see one topic. The same rank/race combination would never appear again, but you might have to research several specimens of the same species to get the useful one you want. The alternative would be to have researched Mind Probe, which would tell you exactly what you had in containment (just as it does on the battlefield).&lt;br /&gt;
&lt;br /&gt;
Once an alien or its corpse is researched, then all other instances of that alien or its body are renamed appropriately. For example, research a live Muton and Muton corpses become obvious, and vice versa. &amp;quot;Live Green Humanoid Alien&amp;quot; is also renamed to &amp;quot;Live Muton&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Finally, there should be a few more prerequisites in place to make less useful research more necessary. As someone else has mentioned, you should need a Cyberdisc Corpse to research Hovertanks. I&#039;d also suggest that Psi Amp and Mind Shield require the research of Mind Probe (seeing as both entail scanning for minds as a logical first step), and that Flying Suits require Floater Corpse, Cyberdisc Corpse or a live Floater researched as an additional prerequisite (not Ethereals, as they fly with the power of their huge brains). [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:These are all good suggestions and make a lot of sense. An alternative explanation of the names (seen in some fan fiction) is that these names are not the real names, but are made up by XCom troops based on some limited battlefield experience of them. But revealing the &amp;quot;real&amp;quot; alien race names through Research is a fun idea. [[User:Spike|Spike]] 08:44, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[TFTDextender|TFTD Extender]] now provides options for improvements to the TFTD Research tree, to make research more logical (and less buggy). A similar exercise is possible with UFO Extender now that the location of the Research tree in the code is known. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Dismantle researched items ====&lt;br /&gt;
&lt;br /&gt;
Beginning a research project on an item should immediately remove that item from your storage. Currently it&#039;s possible to begin research on Heavy Plasma and Sectoid Corpse, then immediately sell those items, which makes no sense. Instead, we should assume that the eggheads need to dismantle an item to study it, thereby making it useless.&lt;br /&gt;
&lt;br /&gt;
Completing a research topic on a live alien should create an appropriate corpse in storage, but this is less noticeable. Or do X-Com give all researched aliens diplomatic immunity and $20 for a cab fare?&lt;br /&gt;
&lt;br /&gt;
:+1 to these suggestions. [[User:Spike|Spike]] 16:51, 29 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Managemet ===&lt;br /&gt;
&lt;br /&gt;
==== Inventory management ====&lt;br /&gt;
&lt;br /&gt;
I only want to keep 1 (or 0) sectoid corpse. If I have any more, sell them immediately and automatically.  Sometimes having to sell all the stuff you&#039;ve captured is just a chore.&lt;br /&gt;
&lt;br /&gt;
Also, let me automatically repurchase goods when my stores get too low.[[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Monthly maintenance fees ====&lt;br /&gt;
&lt;br /&gt;
Later in the game, when you are way beyond what the sponsor nations are paying you and are instead selling captured/manufactured items to fund your operation, the end of the month can be a real PITA, because you need to build up a reserve of cash to avoid being shut down for financial problems. (This was worse with the misreported funding bug.)  At the least, show us in one place exactly how much we need to raise at that time.&lt;br /&gt;
&lt;br /&gt;
Or make payments be done on a weekly/daily/hourly/continuously basis.  This also means that I don&#039;t have to pay a same salary to someone who I hire on the 2nd or I hire on the 27th.&lt;br /&gt;
&lt;br /&gt;
Oh, and the cheat of &amp;quot;soldiers/scientists/engineers in flight don&#039;t need to be paid&amp;quot; needs to be squashed while we&#039;re at it.  (But watch out fixing this one without making salary payments continuous; my current strategy is to hire most people just before the end of the month, which I would need to modify to hiring just after the start of the month.)[[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Day Rates ====&lt;br /&gt;
&lt;br /&gt;
Financial planning in the game is distorted by the fact that Engineers, Scientists and Soldiers receive a full month&#039;s pay for their first month, even if they only work one day in that month. This leads to bursts of hiring at the beginning of each month, and worsens the cash squeeze at the beginning of each month. &lt;br /&gt;
&lt;br /&gt;
It would be nice if you could hire personnel at any time during the month, and they would only cost you their hiring fee (one month&#039;s salary in full), plus only as much of the first month&#039;s salary as they actually worked during that first month. [[User:Spike|Spike]] 06:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Change date ===&lt;br /&gt;
&lt;br /&gt;
1999 looks quite silly now, 13 years later and I don&#039;t think mankind has even laser weapons now. So if it&#039;s not hardcoded for some alien actions in further years, I&#039;d move game at least to year 2020, more likely even later. [[User:mikiqex|mikiqex]] 10:30, 12 January 2012 (CET)&lt;br /&gt;
&lt;br /&gt;
=== Active Alien Bases ===&lt;br /&gt;
&lt;br /&gt;
Right now, alien bases don&#039;t do anything aside from increasing alien presence in a region and attracting Supply Ships. This should be remedied and I know just how to do it.&lt;br /&gt;
&lt;br /&gt;
* All alien bases have a &amp;quot;readiness level&amp;quot;. Initially, this is at 100% but can be reduced via base assaults. Every alien killed and certain equipment destroyed decreases this level but if the base isn&#039;t destroyed (the mission fails or gets aborted) and subsequent Supply Ships aren&#039;t intercepted/attacked on the ground, then 24 hours after a successful resupply the base&#039;s readiness level will be back at maximum. Then and only then will killed aliens respawn and destroyed/taken equipment get replaced, not before. This reduces the profitability of &amp;quot;base milking&amp;quot; smash-and-grab operations but is not the primary purpose of the mod.&lt;br /&gt;
* Like the name indicates, alien bases should have a more active role. That is, alien bases will frequently dispatch Small and Medium Scouts on Research and Abduction missions, crewed by the same race the base belongs to. How often this happens depends on the base&#039;s readiness level, ie. a busted-up base will be barely hanging on but a fully-functional one will be a real beehive.&lt;br /&gt;
* Optional: if a base is present in a country, it significantly increases the chance of the country being successfully infiltrated.&lt;br /&gt;
* If a base goes unmolested for too long, it will become fortified and spawn two or even three times as many aliens (as many as the tileset allows) plus it takes on a more aggressive role:&lt;br /&gt;
** Launches Infiltration missions into nearby areas.&lt;br /&gt;
** &#039;&#039;&amp;quot;Leave us the [PRESUMED ALIEN EXPLETIVE] alone!!!&amp;quot;&#039;&#039;: if attacked several times in rapid succession (depending on difficulty level; happens after a single invasion attempt on Superhuman), it sends out Retaliation scouts in the general direction the attacks are coming from, looking farther and farther away after every attack.&lt;br /&gt;
** &#039;&#039;&amp;quot;Oh no, you don&#039;t!&amp;quot;&#039;&#039;: if it had been attacked at least once, the base will attempt to intercept X-Com craft passing nearby. It does so by dispatching a scout that follows the intruder at top speed and, once within a certain distance, forces it to engage the UFO in Aggressive mode. If the UFO is faster, all other modes and the Disengage button will be disabled as well. Even if the X-Com craft can run away, the UFO will follow it everywhere unless shot down or the craft lands, in which case the aliens dispatch Retaliation scouts to find the intruder&#039;s homebase.&lt;br /&gt;
** The above three options all make the base more dangerous but will also increase the payoff and provide an alternative to the nerfed &amp;quot;base milking&amp;quot; tactic.&lt;br /&gt;
&lt;br /&gt;
I have NO idea if these are even possible but they would be highly interesting.--[[User:Amitakartok|amitakartok]] 17:44, 19 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: +1. This is a great set of suggestions. I think the necessary manipulations of [[MISSION.DAT]] are fairly well understood. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Battlescape and Tactical ==&lt;br /&gt;
&lt;br /&gt;
===Equipment Management===&lt;br /&gt;
&lt;br /&gt;
All wishes are currently implemented!&lt;br /&gt;
&lt;br /&gt;
===Fog of War Improvements===&lt;br /&gt;
&lt;br /&gt;
I&#039;m sure most of these would be an absolute PAIN to implement, but I figured I&#039;d toss the ideas out here.&lt;br /&gt;
&lt;br /&gt;
====Prior Recon of Battlefield====&lt;br /&gt;
One thing that has always irked me is X-COM has no terrain knowledge when it lands, despite having probably circled the place two or three times before landing and thus they should know at least some of the area.  This would be nice, but isn&#039;t too important.  Probably would be a pain to implement so X-COM would have all knowledge of external features but no knowledge of building interiors, anyways.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:38, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Yes at the very least, when you splash the UFO, it could tell you (via some miracle technology such as &amp;quot;satellite reconnaisance&amp;quot;) what the terrain type is of the landing zone area. Then you could adjust equipment accordingly. And adjust your uniform camouflage (if using one of the uniform mods). [[User:Spike|Spike]] 12:16, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Geoscape: center on the site, then maximum zoom. Aside from having to disambiguate forest from jungle, this works fine for knowing the exact terrain you&#039;re getting into. -- [[User:Zaimoni|Zaimoni]] 10:17, 4 Sept 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::This is already present in the game.  To center the Geoscape on a specific location, right-click on the target spot.  To do maximum zoom in, right click on the Zoom-In button(and the same works for Zoom-Out).  Also, Jungle and Forest use the same display algorithm, but are easy to differentiate; Forest occurs NORTH of the equator, and Jungle occurs SOUTH. [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:23, 4 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Returning to AQ&#039;s original suggestion, it wouldn&#039;t be too hard would it for the dropship to &amp;quot;radar map&amp;quot; the target, and then have the basic map show up on your scanner on Turn 1? [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
====Dynamic Fog====&lt;br /&gt;
&lt;br /&gt;
The Fog of War in X-COM is clumsily implemented, compared to modern expectations.  Everything starts out black, but after exploring, is shown...and it&#039;s kept in the same showing, regardless of whether you actually have LoS to that area anymore.  It would be nice if when you no longer had Line of Sight to a particular map area, it would be cloaked in a way so that you knew the terrain, but not the units there.  Since I&#039;ve sometimes spent over half an hour trying to hunt down that last alien hiding in area I&#039;d already explored.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:38, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Maybe greyscale explored but out-of-LOS areas?--[[User:Amitakartok|amitakartok]] 17:45, 19 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Deactivate Object Radar====&lt;br /&gt;
&lt;br /&gt;
Currently, in X-COM, any objects dropped in a given square show on your Battlescape, regardless of whether you have Line of Sight to the square or not.  In regards to dropped weapons/grenades/equipment/dead soldiers/dead aliens, this doesn&#039;t make a large difference.  But in the case of STUNNED aliens, a quick scan across the Battlescape can tell you whether the alien you stunned 10 turns ago is still down, or stood back up(the stunned alien object will disappear from the stack).  Of course, since aliens which have revived from stun are almost always disarmed(and the ones that aren&#039;t probably should&#039;ve been killed instead), the usefulness of this &#039;exploit&#039; is reduced mainly to finding out that the last alien you&#039;re looking for is just wandering aimlessly and unarmed.  Perhaps leave stacks showing the same until you regain LoS to that area? [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:38, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
====Crushed Buildings====&lt;br /&gt;
&lt;br /&gt;
Why don&#039;t we see any crushed or destroyed buildings? Does a UFO always fall like a rock, perpendicular to the ground? No marks on the ground? Such impact would do massive damage to the land (a small meteor can do much if it has a high speed...). (Also, at the [debatedly] &amp;quot;real&amp;quot; UFO crash zones UFO parts were scattered over miles)&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to see chopped buildings, entering UFO&#039;s through a barns; entering an abductor from a immediate house&#039;s roof if I have plasma and no flying suits yet. - [[User:N|n]] 15:01, 16 August 2010 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
: The Pocket PC remake of the game did this, though it seems the site it concern has vanished off the face of the net. Could probably find a copy if you&#039;re interested.&lt;br /&gt;
&lt;br /&gt;
: By the way, you can generate a time/date stamped signature by typing four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). - [[User:Bomb Bloke|Bomb Bloke]] 23:04, 16 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Amazingly enough (is it Truman Show of me or just a coincidence :)?), my GF found a low-tech palmtop (with/in a case)... on the pavement. With no personal data and means to find the owner; when I laid my hands on it, I actually found and installed Ufo:EU there, but it wouldn&#039;t run :(. [And thanks! again for the 4 tildes name/timestamp trick] - [[User:N|n]] 19:18, 18 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Restore Game from Battlescape===&lt;br /&gt;
&lt;br /&gt;
It would be nice to be able to reload a saved game directly from the Battlescape &amp;quot;?&amp;quot; screen, rather than having to go through the process of Abandoning to the Geoscape. Would you need to check it was a Battlescape save and not a Geoscape save? Maybe, maybe not. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
===Stun Grenades===&lt;br /&gt;
&lt;br /&gt;
I want flashbangs.--[[User:Brunpal|Brunpal]] 22:59, 11 September 2008 (PDT)&lt;br /&gt;
:Instead of stunning, I&#039;d see more effect if it would remove some TUs to units having line of sight (to be fare it should affect xcom units too). It would help against reaction fire (which is the point of flashbangs). Given that grenades detonate at the end turns, it would require a good coordination to have the grenade detonate exactly at the end of the alien turn, and just before your attack. Being able to open doors à la xcom2 would also help to throw flashbangs just before a craft assault... [[User:Seb76|Seb76]] 22:03, 12 September 2008 (PDT)&lt;br /&gt;
::That would be good. Hard to program, potentially extremely unbalancing, but good. I considered a &amp;quot;debuff&amp;quot; kind of ability (as you suggest) for flashbangs, vs the more obvious substitution of [[stun]] for [[Explosions|HE]] damage. In the end, I picked &amp;quot;I want flashbangs.&amp;quot;--[[User:Brunpal|Brunpal]] 03:32, 13 September 2008 (PDT)&lt;br /&gt;
: Maybe flashbangs dont&#039; work on Aliens - otherwise, XCom would use them, right? :) But seriously, I too would like flashbangs, and stun grenades / concussion grenades. Both of these would make the game easier, though. With flashbangs, you might have to compensate by just giving the aliens more TUs. [[User:Spike|Spike]] 13:33, 13 September 2008 (PDT)&lt;br /&gt;
::More options for the player is going to make it easier for any kind of game. Particularly of games like XCOM where the computer can&#039;t take advantage of the changes. However I don&#039;t believe a weak stun grenade (like 44 stun damage, comparable to AC-HE) would change the game much because the 80 item limit remains.--[[User:Brunpal|Brunpal]] 22:21, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
===Night Vision===&lt;br /&gt;
&lt;br /&gt;
I &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; want to add night vision equipment to the game. I assume that either (1) all XCom units already have night vision gear as standard, but it&#039;s not as good as alien night vision, and the visibility that XCom units have at night is based on their standard-issue night vision gear, or (2) night vision gear does not work on Aliens. Either they do not appear on night vision, or maybe worse - maybe the aliens can manipulate night vision equipment, causing worse than normal vision, or hallucinations, and even tricking XCom units into firing on each other. [[User:Spike|Spike]] 13:33, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Wouldn&#039;t it be nice though if it had gradients other than &amp;quot;day: 20 squares&amp;quot; &amp;quot;night: 9 squares&amp;quot; ?  Like.. &amp;quot;early morning/late evening: 10-19 squares&amp;quot; ? I find the cut off from full daylight to full night kinda disturbing.  ~ [[User:Renegrade|Renegrade]] 10:41, 19 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I originally thought of this when dreaming of a Stargate-themed patch for X-COM -- but what about enemies that are invisible unless you are facing them while wielding a certain weapon designed to spot them?  (Stargate fans: I&#039;m thinking of the TERs.) [[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
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===Throwing over stuff===&lt;br /&gt;
&#039;&#039;&#039;(Moved to Talk, as this is not a bug and so does not need fixing.)&#039;&#039;&#039;&lt;br /&gt;
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===Assault Time Limit===&lt;br /&gt;
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One of the cool things about UFO Defence is there are no time limits on the scenarios. This is great as it allows for a totally different kind of tactics and much more flexibility. &lt;br /&gt;
It&#039;s more of a &amp;quot;thinking man&#039;s game&amp;quot; as a result. But... arguably this is not very realistic for UFO Assault missions. If the Aliens are getting creamed, they should try to make a getaway if they can (just like XCom would). A simple way to implement this would be a hard time limit (say 20 turns?) on a UFO Assault. Another way would be to base it on Alien Morale. At a certain Morale level the aliens decide to dust off. Give the player say 3 turns warning while they rev up  the engines. Then if there is still a Navigator or Engineer in the Control Room alive, the ship takes off. Any XCom troops still aboard are MIA. &lt;br /&gt;
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You might run into problems if the UFO took off but then landed again or was shot down, generating another ground mission with potentially &#039;&#039;&#039;more&#039;&#039;&#039; Aliens than were still alive at the end of the Assault. (Still, maybe they hatch some more clones if they get time to....) [[User:Spike|Spike]] 09:51, 4 September 2008 (PDT)&lt;br /&gt;
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: It strikes me as justified they don&#039;t do that. Troops loose in the vessel could be seriously bad. It would be nice if they dusted off on the condition that their morale was low enough or 3 X-com soldiers had the door in their sights without aliens alive outside in the latter case and no X-com soldiers on board in either case. also, if the UFO has a hole in either the command or engine room, it would have to set down before leaving the atmosphere. [[User:(name here)|(name here)]]&lt;br /&gt;
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Taking off with troops onboard would be perfectly safe (for the aliens) and justifiable if one assumes that alien ships in flight are inherently inhospitable for humans.  This is easily done by saying that they undergo accelerations that humans can&#039;t withstand (splat), can&#039;t withstand for any length of time (pass out), or that they intentionally make rapid accelerations in different directions, either normally or just if they&#039;re trying to bash some intruders around.  Naturally, the aliens themselves would either be immune to these (tough physique / their built-in antigrav devices?), or be in acceleration chairs, safe from all this.&lt;br /&gt;
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Alternatively, when you get the warning that the UFO is going to take off, you&#039;ve got a certain amount of time to either get everyone &#039;&#039;&#039;off&#039;&#039;&#039; the UFO, or to get everyone &#039;&#039;&#039;on&#039;&#039;&#039; it (or as many as you can).  There could be a follow-up mission that takes place in &amp;quot;sky&amp;quot; terrain, where the outdoors is either impassable (the easy way) or else instantly withdraws units from combat (flying suits / parachutes).  The soldiers&#039; goals would be to either take out the aliens and presumably safely land and salvage the UFO, or take out the UFO&#039;s means of flying (power cores / navigator?).  In the latter case, they might have a certain number of turns to withdraw or be caught in the crash, with possible casualties just like the aliens, mitigated to some degree by their armour and maybe where inside the UFO they are.&lt;br /&gt;
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In the case of a crash, there could be a final mission to finish off the surviving aliens, using the X-COM soldiers that survive the crash, and no landing craft (it&#039;s still back at the old landing site).  Alternatively, you could say that there &#039;&#039;&#039;is&#039;&#039;&#039; an X-COM landing craft parked outside (with all remaining members of the original landing party), since the in-flight time / distance was presumably low and the original X-COM craft quickly packed up and flew to the new landing site. &amp;amp;mdash; [[User:Wisq|Wisq]] 17:11, 18 April 2010 (EDT)&lt;br /&gt;
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Either side could try bringing in reinforcements -- if I can bring two interceptors to a fight in the sky, why can&#039;t I bring two troop transports?  This starts to get complicated, but it&#039;s come up in discussion of making X-COM into an onlime multiplayer game... :) [[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
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===Alien AI===&lt;br /&gt;
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====Attempts to rearm====&lt;br /&gt;
Aliens cannot pick up items, but I wish they would. If an alien has no useful weapons in inventory they should either head for cover or head for a plasma weapon. Panicked aliens drop their weapons but never seem to pick them up when they managed to pull themselves together. It would be nice if they tried to arm themselves again. --[[User:Brunpal|Brunpal]] 13:55, 19 September 2008 (PDT)&lt;br /&gt;
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:Even if it&#039;s too hard to make aliens head towards weapons (is it safe?, could it be used to trap them, not to mention the complexities of route finding) - it would still be good if an unarmed alien checked for usable weapons in every square it moved through, and at least picked up one loaded weapon or grenade per turn. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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Fixing the AI for this could be really hard. Apart from all the possible exploits by XCom, the AI is probably a really hard part of the game to reverse engineer. You could say that an unarmed alien is no threat anyway (we are only concerned about aliens without psi or built in weapons). So nothing is lost even with an exploitable method of re-arming. By exploitable I mean the XCom player can manipulate re-arming, e.g. by leaving weapons out in the open as bait for traps. &lt;br /&gt;
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Maybe the simplest modification would be to &#039;&#039;not&#039;&#039; drop weapons when the alien panics? This does not require delving in to the AI, just intercepting the panic effects. Dont make aliens drop any weapons when they panic. It would be reasonable to return the weapon in hand to inventory, so there is a TU cost for the alien to bring the weapon back into play again. &lt;br /&gt;
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This would not work for aliens who were stunned and wake up, or who were mind controlled by XCom and made to drop their weapons. But it would probably catch 80% of cases. &lt;br /&gt;
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Another cheat, short of fixing the AI, is just to pick up weapons that the alien walks over. It could also pick up &amp;quot;spare&amp;quot; weapons from adjacent aliens (cheating on TUs - basically just teleporting the items to the unarmed alien). Spare alien weapons are almost invariably grenades. I have not had a lot of success in getting unarmed aliens to use grenades, so more research is needed here. Maybe only certain types of aliens use grenades, or only in certain circumstances?&lt;br /&gt;
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Really, really cheating would be to teleport any weapon laying around the battlefield into the alien&#039;s inventory. But I think it is more fair just to say panicked aliens dont drop their equipment. [[User:Spike|Spike]] 16:13, 13 February 2010 (EST)&lt;br /&gt;
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:Interesting research! [[User:Volutar |Volutar ]] found a disabled function in the code that makes aliens pick up items! [[Talk:OBDATA.DAT#Field_0x2D]]&lt;br /&gt;
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==== End Psi Bullying and Psi Baiting ====&lt;br /&gt;
When the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
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: Not a bad idea to randomise this a bit, because while initially this tactic helps the aliens, it becomes so predictable that it can be used against them by deploying unarmed &amp;quot;Psi Bait&amp;quot; soldiers to draw off all the attacks. (Or make aliens avoid controlling/panicking soldiers who have no loaded weapons. But then folks would just give them pea shooters and wear armour.) [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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=== 80 Item Limit on Base Defense Mission ===&lt;br /&gt;
: Well you get the 80 item limit on every mission, but it hurts more on a Base Defence as you have more limited ability, or sometimes no ability, to manage what goes into those 80 items. I was thinking about a couple of (theoretical) ways to fix this and I hit on a new one (new for me anyway): Why not take the 80 items from the Transport(s), first Transport then second Transport until you run out of items or hit 80. This has a few benefits:&lt;br /&gt;
:* Ready made interface to manage the 80-item limit, the Stores &amp;lt;&amp;gt; Craft (Equip Craft) Screen.&lt;br /&gt;
:* If you have no warning at all, the 80 items will probably make good tactical sense in general terms, even if they are are not totally optimised for Base Defence (no proximity mines, etc).&lt;br /&gt;
: I think that copying the Transport inventory into the Battlescape inventory would be relatively to implement (though what do I know?). As a simplification, you could move only the inventory in the &#039;&#039;first available&#039;&#039; Transport that is present in the Base, into the Battlescape, and not bother looking in more than one place (other Transports, Base Stores) to get up to 80. It would then be a bit of a drag if your Transports are all out on a mission when your Base gets attacked though. Or perhaps inspect the inventory of Transport 1 (wherever it is in the world), and then attempt to copy its inventory, using equipment present in the Base?&lt;br /&gt;
: Another way of doing it which has been mentioned elsewhere is to try to reverse the order of the items in the Stores list. This has the effect of putting the more advanced weapons first, rather than the more basic weapons. There could be all kinds of unwanted side effects of this, depending on various programming issues.&lt;br /&gt;
: Actually there is already a fix for the 80-item limit in XComUtil. XComUtil records a standard assign weapon set for each of your troops, and then teleports those weapons to the Battlescape from your Base Stores, regardless of the 80-item limit (but still subject to the Battlescape&#039;s 170-item limit). Not 100% sure if this works for Base Defence missions though. &lt;br /&gt;
:[[User:Spike|Spike]] 13:22, 24 November 2008 (CST)&lt;br /&gt;
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=== Collision Detection Bugs ===&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
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=== Base Defence Systems Cause Alien Casualties ===&lt;br /&gt;
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I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
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: The general view is probably that Base Defence missions are a boon to XCOM already, so why make them any easier. At very least there would need to be more damage to the loot than there was to the Alien&#039;s combat effectiveness, otherwise this unbalances the game in favour of XCOM. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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=== Alien vs Alien ===&lt;br /&gt;
This one is way out there. Alien v Alien battles out with main game, just random battlescape maps. Sectoid and their terrorists against Floaters and theirs etc. One side human controlled the other computer. Choice of ships involved etc. &lt;br /&gt;
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:I actually love this idea. It might just about be possible using XComUtil, if someone is a total XComUtil guru.&lt;br /&gt;
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There was a utility to do this from Devisraad. it has long since been removed from his site, but someone may still have it. The basics was you renamed unit and it automatically replaced graphics flag to swap out the units. Didn&#039;t work on the Large Aliens but still was a fun mod  --[[User:BladeFireLight|BladeFireLight]] 02:20, 6 January 2010 (EST)&lt;br /&gt;
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=== Aircraft in Base Defence Battlescape ===&lt;br /&gt;
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New graphics for the Interceptor and Firestorm on the battlescape. All your ships could remain in their hangers when the aliens attack your base. Don’t understand why Mythos did not do this originally.&lt;br /&gt;
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Simply for one reason: the limit on the size of the battlescape. UFO maps are usually limited to 10000 tiles (50x50x4), on Bases you have 9600 (60x60x3), the last level one being dirt. You need 3 levels to display X-COM craft. [[User:Hobbes|Hobbes]] 14:28, 23 September 2008 (PDT)&lt;br /&gt;
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Could you not do it but clip off the top level of the craft - leaving the ground level and &#039;deck&#039; level? It would be a cool terrain area to fight in. I like the fact that in TFTD you can still see your subs during a base defence. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
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It is possible to edit the map files to include the Skyranger, but you&#039;ll have to use Xcomutil to play with that terrain and I think it would never launch during base defense missions (but I&#039;m not sure on that - never tried editing the X-COM base terrain). [[User:Hobbes|Hobbes]] 19:25, 4 December 2009 (EST)&lt;br /&gt;
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This could be done by creating new &amp;quot;hangar&amp;quot; map modules, each containing one of the five possible X-COM craft. Bung the modules into [[GEODATA.DAT]] at index 0C, and you&#039;re done. The catch is you can&#039;t have all craft or the MCD array will overflow. The base terrain uses ~160 tiles as it is (out of the max of 256), while the craft use about 60 each (on average). Putting them all in would take the table above 300 entries (that is to say, the game&#039;d crash).&lt;br /&gt;
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&#039;Cause XcomUtil already provides us with an Intercepter design made up of SkyRanger parts, I suppose the way to go would be to only implement those two craft. If you have any alien technology ships, they could either be left out (&amp;quot;they were fast enough to escape&amp;quot;) or rendered as SkyRangers.&lt;br /&gt;
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It should also be noted that bases are made up of two levels, not three. Luckily, all the craft are only three levels high, so cutting out the landing gear still works. - [[User:Bomb Bloke|Bomb Bloke]] 19:56, 4 December 2009 (EST)&lt;br /&gt;
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Very true about the MCD limit, that&#039;s why I only mentioned the Skyranger but the Interceptor could be added as well (and would not make much sense to have your first defense mission with a nice Avenger parked on the hangar while your Interceptors are being blow to bits by Battleships). The bases are 3 levels but you can only modify two of them. The game engine automatically adds a layer of &#039;dirt modules&#039; either at top or bottom. Hmmm, this just gave me an idea for the wish list... [[User:Hobbes|Hobbes]] 20:29, 4 December 2009 (EST)&lt;br /&gt;
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Both alien and X-Com bases &#039;&#039;are&#039;&#039; only two levels. There must be something screwy in your game; XcomUtil maybe?&lt;br /&gt;
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It occurs to me that removing landing gear and stuff might make it &#039;&#039;just&#039;&#039; possible to jam in the Lightning tiles as well (as the MCD requirements would also shrink slightly). That&#039;d make it possible to add the Firestorm, too. Seems a shame to get that far then leave out the Avenger, though...&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 21:30, 4 December 2009 (EST)&lt;br /&gt;
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Nevermind, I completely misread your previous post. Yes, they are two levels only, could be Xcomutil that adds the 3rd level.&lt;br /&gt;
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- [[User:Hobbes|Hobbes]] 22:30, 4 December 2009 (EST)&lt;br /&gt;
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You may be able to get 3 levels in an X-Com Base but not 4. EU has a smaller amount of memory alocated. I dont know the limit but 60x60x4 will crash EU. TFTD has no problem --[[User:BladeFireLight|BladeFireLight]] 02:25, 6 January 2010 (EST)&lt;br /&gt;
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I got partway through this and then decided to change my methods entirely and start from scratch. So I thought I might as well post my progress anyways, as it&#039;s already about on par with the crude TFTD implementation: You always have the same craft appear in your hanger regardless of what is (or isn&#039;t!) there.&lt;br /&gt;
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[[Image:Skyranger In Hanger.rar]]&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 05:40, 17 December 2009 (EST)&lt;br /&gt;
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Hey BB, a while ago I have modded the plane terrain files so that the Skyranger appears facing east instead of south. If you want to use that one (to make it a little different) let me know. [[User:Hobbes|Hobbes]] 08:23, 17 December 2009 (EST)&lt;br /&gt;
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Thanks, but don&#039;t worry about it for now: it&#039;ll make the MCD arrays larger still, so I&#039;ll consider it when I get all the other stuff done. &lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 17:01, 19 December 2009 (EST)&lt;br /&gt;
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The completed mod is now included in my toolpack. As usual, I&#039;ve only done cursory testing on it, but I&#039;m pretty sure it&#039;s stable enough. &lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 06:40, 20 January 2010 (EST)&lt;br /&gt;
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=== Fixed firing TUs ===&lt;br /&gt;
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Something that always bugged me was how the weapons used percentages for firing TUs. It doesn&#039;t make sense that the faster a soldier got, the longer it would take to fire a weapon.&lt;br /&gt;
: This is because you can&#039;t fire an automatic weapon any faster than it will shoot. However, it otherwise makes minimal sense, as you point out. I suggest two alternative solutions. Firstly, that only automatic fire modes use a fixed percentage of a soldier&#039;s time units, and other modes use a fixed number of TUs. This would entail the newer soldiers spraying and your most elite taking fast, selective single shots. The alternative is that each firing mode for each weapon entails its own formula (revealed in the UFOpaedia but essentially hidden during the battlescape) along the lines of &amp;quot;X% of TUs + Y TUs&amp;quot;. Snap fire would be a low % of total plus a low fixed cost, Aimed would be a low % of total with a high fixed cost, and Auto would be a high % of total with a low fixed cost. While this is somewhat complex, in-game you wouldn&#039;t have to worry, and it accounts for what can be reduced (i.e. aiming speed) and what can never be improved by a soldier (i.e. cyclic rate of fire or time for a missile to lock). [[User:Stubbs|Stubbs]]&lt;br /&gt;
:: These observations are very sensible. However we also need to consider the impact on game balance. If you implement this in an even-handed way, alien rates of fire will increase as they have high TUs. Or, if you fudge it so that alien rates of fire remain the same, then X-Com&#039;s advantage will increase as the game progresses. Neither of these are desirable. It would be extremely hard to implement this and still maintain game balance. [[User:Spike|Spike]] 08:41, 1 September 2009 (EDT)&lt;br /&gt;
:::Each turn has the exact same duration, but is divided into TUs separately for each soldier. That&#039;s a simplification that works well in a turn-based game and reflects the fact that a soldier is fast or slow. However, weapons need to be aimed and will not fire faster than normal, thus they require a fixed percentage of the turn duration. In other words, soldiers gain movement speed, but fire at the same rate. This is both desirable and logical, just not self-explanatory. Thus, I would definitely stick to how TUs consumption is solved currently. [[User:mingos|mingos]]&lt;br /&gt;
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=== In-flight Interception ===&lt;br /&gt;
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Yes, I know that this idea is nigh-impossible, but I was thinking, wouldn&#039;t it be awesome to infiltrate a battleship, kill the aliens inside and escape, with the geoscape being shown zooming past underneath? Also, in a similar vein to the &amp;quot;aliens dust off after 3 turns&amp;quot; idea, after killing the aliens ( or blowing up the power cores, maybe?)you would have to get as many troops as possible to the drop ship in 3 turns(in retrospect I guess that you could only do this with the Lightning because of the doors) or the ship crashes and all troops not in the dropship are missing in action. Yes, this idea is impractical and would be really hard to program, but the idea of blowing a UFO up from the inside just seems epic to me. [[User:WolfenMage|WolfenMage]]&lt;br /&gt;
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=== Impose cost to using Psionic attacks===&lt;br /&gt;
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I think everyone agrees Psi attacks are too powerful. I would propose to impose a cost to using Psionic attacks. This could take the form of decreasing the physical stats after using a PSi attack (after all all: the psionic races are physically weak). This could for example lead to a soldier becoming a weakling or even fainting or dying from using psi-attack. Another possibility is to decrease mental stats (in this case the ratio would be that humans are not really being adapted to psi: you could be expected to go crazy playing mind games) leading to a decrease in psionic powers or maybe panicking or beserking the soldier using psi. Together with  limiting psi attacks of MCed units proposed elsewhere this would rebalance the later game somewhat... [[User:Emphyrio|Emphyrio]] 07:22, 9 August 2010 (EDT)&lt;br /&gt;
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: [[UFO Extender]] implements some limitations on X-Com use of Psi, making attacks Line of Sight based. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
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=== Make losing a base less costly ===&lt;br /&gt;
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My friends would often quit and reload after losing a base because it was so costly.  It should definitely be a kick in the teeth, but even the game text suggests some ways you can recover:&lt;br /&gt;
1. Scientists and engineers have already been evacuated -- on a defense loss, let me transfer them to bases with open living quarters.&lt;br /&gt;
2. Likewise, move any ships at that location to another open hangar.  (Maybe doing this requires that I have gotten advanced warning of the attack.)&lt;br /&gt;
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: You can do all of this immediately prior to the attack, which is a small trade off if you win and a great benefit if you lose. I&#039;m not sure you should be able to do it for free, at the instant of losing, and keep your options open until the last second. I think the game is fair and balanced as is. Well OK, maybe an option to do transfers after seeing the Base Attack screen, but before combat, would be user-friendly - it is sometimes hard to get to the Base screen fast enough to perform an evacuation before the base assault starts. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
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=== Have captured aliens be present in base defense ===&lt;br /&gt;
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The alien containment unit could have all my captured aliens present in jail cells. But this requires other things to happen first.&lt;br /&gt;
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On one hand, I think it would be cool if the attackers can rescue their friends and bring them into battle.  So aliens would need to be able to pick up weapons.  Psi powers would suck -- it would seem nuts if a captured ethereal suddenly started brainwashing my crew right away.  Maybe they all start with -50 stun, or maybe (can we do this?) psi-powered enemies have it disabled if they start the game captured.&lt;br /&gt;
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Another issue is that each containment supposedly holds 10 aliens according to the game text, but there is no real limit in the game. Maybe we fix that 10-limit bug (which would mean that we would need to be able to kill overflow aliens), maybe we only take the first 10. And it definitely runs into tile issues.&lt;br /&gt;
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Would the enemies in containment need to be killed/re-stunned to end the mission? Maybe being in a locked jail cell automatically counts as captured.&lt;br /&gt;
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:The problem here is that Alien Containment works entirely differently from how it&#039;s stated.  Alien Containment is instead a file of aliens captured with, IIRC, 50 slots, and it is shared across ALL bases.  So you&#039;d have to figure out some way to change the file to flag aliens as &#039;belonging&#039; to a specific base.  And of course, on higher difficulty modes, the aliens and their terror units already spawn most or all of their UNITPOS.DAT slots anyways. [[User:Arrow Quivershaft|Arrow Quivershaft]] 08:19, 12 January 2012 (EST)&lt;br /&gt;
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=== Grenade Launchers ===&lt;br /&gt;
Is the US army being obstructive?  Why can&#039;t we buy M79s or M203s?  Shooting a grenade through a wiindow/gap is sorely missing, because of the need to arc.  There is the small launcher, but that stuns.  30mm grenades come in HE, WP, Smoke, Incendary, AP and flechette (think shotgun with a 30mm bore!)&lt;br /&gt;
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:They&#039;re not being obstructive, in fact they gave us automatic and semi-automatic grenade launchers, which we call the Auto Cannon and Heavy Cannon. See [[Realistic Equivalents#Weapons]]. [[User:Spike|Spike]] 17:46, 20 March 2011 (EDT)&lt;br /&gt;
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::In that case, why not make the Heavy Cannon and Small Launcher fire in a ballistic trajectory, a la Celatid spit? It would make the HC even more useful until the advent of the Blaster.--[[User:Amitakartok|amitakartok]] 17:45, 19 March 2013 (EDT)&lt;br /&gt;
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=== 80 item limit ===&lt;br /&gt;
The space available should be treated more logically; using the system base stores does.  At the moment craft treat 1 heavy weapon as the same size as 1 grenade.&lt;br /&gt;
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== Miscellaneous ==&lt;br /&gt;
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===Fix All Bugs===&lt;br /&gt;
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Oh no [[User:Seb76#Bug Fixes|Seb76]] already did this! :) [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
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= I Wished (And My Wish Came True)... =&lt;br /&gt;
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== Geoscape and Strategic ==&lt;br /&gt;
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=== Fuel Ready always ===&lt;br /&gt;
[[User:Seb76#Mods|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
I wish that I could send out craft at any fuel or ammo level. Normally craft can only leave a base if fully &amp;quot;ready&amp;quot;. Craft is only &amp;quot;ready&amp;quot; at 100% fuel (or 0% fuel using an exploit) but there&#039;s no logical reason why a full tank and full ammo is required. Fully repaired... that&#039;s fine. I can live with pilots refusing to fly a plane missing a wing even if it means England is lost to aliens. 15 hours to fill a tank? Retarded but I can live with that too if I can send out a craft at 20% fuel.&lt;br /&gt;
--[[User:Brunpal|Brunpal]]&lt;br /&gt;
&lt;br /&gt;
:Actually, many modern aircraft &#039;&#039;&#039;do&#039;&#039;&#039; require the fuel tanks to be full on takeoff, and fairly empty on landing.  The weight of the fuel is figured into the takeoff aerodynamics, and the tank being full prevents fuel &#039;sloshing&#039; in the tanks and not actually making it to the engine.  (Conversely, many aircraft need to have dispensed of much of that fuel weight before landing.)  This holds for most runway-takeoff craft, but may not apply to anything with VTOL capacity; I&#039;m unsure there.&lt;br /&gt;
&lt;br /&gt;
:I do agree that non-full weapons aren&#039;t as critical, though.  But from a logical standpoint, most modern aircraft should not be launched on an empty fuel tank.  I also should noted that an Elerium-fueled craft with [[Known_Bugs#Elerium-fueled_Craft_Bug|50% fuel or less remaining]] will automatically return to base, regardless of distance from base.  Of course, given that such craft fuel up quickly, its less of an issue there. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:05, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hum, maybe you can try [[User:Seb76#Mods|this]]? [[User:Seb76|Seb76]] 13:01, 8 August 2008 (PDT)&lt;br /&gt;
::Thanks! But I can&#039;t try it. I&#039;ve not been able to get my copy of Xcom to run properly except on a Win98 install. VC2008 requires a more modern OS. I&#039;m sure I could &#039;&#039;eventually&#039;&#039; figure out a way to get it running, but I tried once and wasted too much time before giving up.--[[User:Brunpal|Brunpal]] 14:45, 8 August 2008 (PDT)&lt;br /&gt;
:AFAIK VC2008 binaries should run OK on Win98 as long as the runtime is deployed. Anyway, the loader uses CreateRemoteThread API which is not available in Win98 so don&#039;t even bother. &#039;&#039;&#039;However&#039;&#039;&#039;, you can manually patch the binary if you want ;-) Data to patch (all in hexadecimal):&lt;br /&gt;
 offset 0x41752: 2A0075 -&amp;gt; 18207C&lt;br /&gt;
:HTH. [[User:Seb76|Seb76]] 14:56, 8 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Build Stacking===&lt;br /&gt;
[[User:Seb76#Base Building Stacking|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
At the moment you are only allowed to build next to a finished module, and you aren&#039;t allowed to plan ahead in your base construction. It would be nice to at least be able to plan more than one phase of construction in advance. This would be pretty easy to implement. There is no need to code any new &amp;quot;queuing system&amp;quot;. Just place the new module next to an existing under-construction module, but increment the build time to the normal build time + the time remaining on the under-construction module (the lowest time remaining that would make the square you are building in, a legal square to build in). As a premium for build stacking, you have to pay the costs up-front. As with normal construction, all costs are non-refundable if you change your mind. (There would probably need to be some on-screen feedback for how long the module would take to build, before you were committed to building it.) [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
See also: Discussion on [[Talk:Wish List|Talk page]].&lt;br /&gt;
&lt;br /&gt;
=== Keyboard shortcuts at bases  ===&lt;br /&gt;
&lt;br /&gt;
I wish we had (customised, maybe?) keyboard shortcuts at the base screen. Numbers (at the &amp;quot;base information&amp;quot; screen as well) would switch bases, R for research, E for equip craft, T for transfer, M for manufacture, S for soldiers, B for build new base, P for purchase+recruit (or &amp;quot;B&amp;quot; for &amp;quot;buy&amp;quot; - let people double-bind if they need it), I for base information. The doubles (soldiers/sell+sack) could be solved by using the key under the primary one (x for sell+sack). - n (16:26, 16 Aug 2010 (GMT+1))&lt;br /&gt;
&lt;br /&gt;
:Keyboard shortcuts are implemented in [[UFO Extender]]. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Soldier table ===&lt;br /&gt;
&lt;br /&gt;
Soldiers should be listed in a sortable table, so I can sort them based on rank, ship order, firing accuracy, psi skills, in psi training, etc.  If I want to find out my best shooters, it should be a very fast operation.&lt;br /&gt;
&lt;br /&gt;
At a more advanced level: do it across bases; have filter options; sort based on formula (so I can find the soldiers with the best reaction+firing, or the best psi strength + psi skill).[[User:Lobster Dan|Lobster Dan]] 13:18, 25 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sortable soldier list is implemented in UFO Extender and XComUtil. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battlescape and Tactical ==&lt;br /&gt;
&lt;br /&gt;
=== Equipment Management ===&lt;br /&gt;
&lt;br /&gt;
==== Soldiers remembers THEIR equipment ====&lt;br /&gt;
[[XcomUtil|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
I wish soldiers remembered what equipment they LAST used and start with that gear when they land. Normally soldiers grab various gear and put lots of crap on their belt. I put most things on the shoulder slots, and keep many things spare things on the ship just in case I need them. (I only want IN rounds if it&#039;s night. Stop picking them up before I shoot you in the back!) Takes forever to sort out the gear so the weakling isn&#039;t carrying all the rockets etc.&lt;br /&gt;
--[[User:Brunpal|Brunpal]]&lt;br /&gt;
&lt;br /&gt;
:This is already available in [[XcomUtil]].  [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:07, 7 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
====Access to Stats screens during equipment allocation====&lt;br /&gt;
[[User:Seb76#Equipment Screen|Mostly implemented - here]]&lt;br /&gt;
&lt;br /&gt;
In Battlescape you can get to Stats screens by right clicking on one of the unit&#039;s status bars. However you can&#039;t do this in the Equipment screen. Things like Statstrings and (even more so) [[User:Seb76|Seb76]]&#039;s modified Equipment screen with actual/max weight help. But it would be nice to be able to see exact stats. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decrease Accuracy for targets out of sight===&lt;br /&gt;
[[User:Seb76#Range_Based_Accuracy|Brilliantly implemented - here]]&lt;br /&gt;
&lt;br /&gt;
How come you can easily shoot on something you do not see?&lt;br /&gt;
I find the over-used scout-sniper tactic is a cheap exploit of the X-COM. The tactical game should describe a combat, not a cowardly shooting practice. It would turn into a nice feature, if there would be a penalty of (let us say) -20% to the accuracy of anybody who is firing on a target out of his current sight. This can greatly enhance the tactical depth of the game. (Seb around? ;-) --[[User:Kyrub|Kyrub]] 14:20, 30 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
...discussed [http://www.ufopaedia.org/index.php?title=Talk:Wish_list here]&lt;br /&gt;
&lt;br /&gt;
===Enough Smoke===&lt;br /&gt;
[[User:Seb76#Mods|Implemented - here]]&lt;br /&gt;
&lt;br /&gt;
It would be nice to increase the current limit on smoke/fire hexes. This is due to their locations being stored in a small, fixed length array. In effect you can only get about 3-4 smoke grenades worth of smoke or fire on the map at the same time. Being able to use smoke liberally would really open up new tactics. At the moment all you can really do is cover the LZ in smoke when you exit the transport, and maybe cover one advance over open ground. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
:I did something for that on my loader. Heavy testing is required because it is hard to be make sure smoke still works as before (testing is the hardest part actually). [[User:Seb76|Seb76]] 14:09, 18 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alien AI ===&lt;br /&gt;
&lt;br /&gt;
====Aliens better with explosions====&lt;br /&gt;
Partly implemented [[User:Seb76#Bug Fixes|here (waypoint bug fix)]] and [[User:Seb76#Mods|here (Blaster drift)]]. &#039;&#039;(Possibly move this to talk, as notwithstanding these 2 bugs, apparently the Aliens are fairly safe with lethal explosives.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wish that aliens using grenades or blaster bombs or stun bombs (anything that goes boom) would use more sense. They should not want to use items that go boom when they are guaranteed to be caught in the blast radius. The alien can use grenades and blaster bombs by going out of line of sight before the explosion goes off. That may not save them if the explosion blows out the walls. At least it would be less stupid then firing a point blank blaster bomb vs taking 5 steps and setting up another waypoint. Units with morale above 100 or mind controlled should still be suicidal as normal.--[[User:Brunpal|Brunpal]] 13:55, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Actually, the aliens are quite careful with their explosives, they just seem to be prone to the occasional accident. They&#039;re not likely to fire off a blaster or grenade too close to them - as evident by the strategy where if you see an alien with a BB but can&#039;t shoot back, the safest place is to stand next to it. The blaster bomb vertical waypoint fix in the loader also eliminates the &#039;oops&#039; moments where they plot a vertical right angle too close to themselves and there just happens to be a wall to the south. However, they do need more care with stun bombs as you often get to see an alien fire a stun bomb point blank into a HWP parked next to it. But I guess we are talking about three different weapon types here, so they may not be as careful with a standard firearm as they are with grenades and the BB. Wish the Apocalypse aliens at least had as much sense as the UFO/TFTD aliens. In that game, they&#039;re utterly psychotic with explosives and ignore nearby allies. -[[User:NKF|NKF]] 14:34, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mind Controlled then Hostile ===&lt;br /&gt;
If you mind control a human (civilians) in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control.&lt;br /&gt;
: Now fixed by the Seb76 loader [[User:Spike|Spike]] 19:13, 11 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Mind Controlled then MIA ===&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
: I believe XComUtil fixes this MIA issue. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
:: XcomUtil 9.6 also restores all DOA if you win to. Not what was intended. This feature has been removed as of 9.7 until I can fix it. --[[User:BladeFireLight|BladeFireLight]] 02:27, 6 January 2010 (EST)&lt;br /&gt;
: Now also fixed by the Seb76 loader [[User:Spike|Spike]] 19:13, 11 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Open Doors But Don&#039;t Enter/Exit ===&lt;br /&gt;
&lt;br /&gt;
Open doors like they do in TFTD (I know this is mentioned above with the good stun grenades idea).&lt;br /&gt;
: Now fixed by the Seb76 loader [[User:Spike|Spike]] 19:13, 11 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Warm Grenades===&lt;br /&gt;
&lt;br /&gt;
Currently when you set the timer on a grenade (or HE pack), the timer runs down every turn regardless of whether the grenade is worn, held, or dropped. Then, when the timer runs out, it explodes unless it is held or worn. There is no real grenade or explosive that works this way. Once the timer (fuse) starts running, they explode regardless. However for most hand grenades, the timer (fuse) doesn&#039;t start until after you throw/drop the grenade. It would be nice to have both of these real world behaviours, and lose the game&#039;s default behaviour. [[User:Spike|Spike]] 12:06, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Technically the way the game implements grenades, they don&#039;t have a timer. At least, not as such. When you set a grenade, the game just assigns it a turn to blow up on. Once the turn has passed, the game checks to see that it&#039;s on the ground and blows it up if it is, otherwise it doesn&#039;t. I believe Seb76 has already addressed this in his patches where there&#039;s an option to make grenade blow up regardless whether they are in inventory or otherwise the moment the timer is set. X-Com Apocalypse does a good job of this. The moment the grenade is so much as moved after the timer is set, it counts down. - [[User:NKF|NKF]] 23:01, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: To simulate an actual timer, you would need to do something like: Every turn that a primed grenade is being held by a unit during the &amp;quot;explode&amp;quot; check, increment by +1 the turn when that grenade is going to explode. [[User:Spike|Spike]] 19:10, 14 September 2008 (PDT)&lt;br /&gt;
:::I think I would change quantity2 ([[OBPOS.DAT]]) to a countdown instead of a turn, and use quantity3 as a flag indicating if the count has started. This flag is set any time a turn ends and the grenade has no owner. Taking it back in your hand once the timer has started won&#039;t help and the thing must be thrown... quantity2 is decreased if quantity3 is set, and the grenade blows up as usual. [[User:Seb76|Seb76]] 01:35, 15 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: That would be great. It would be exactly consistent with a &#039;spoon&#039; type hand grenade. The timer only starts when you release the grenade, but after that it explodes at a definite time regardless of whether you pick it up or not. [[User:Spike|Spike]] 12:22, 24 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Implemented in [[UFO Extender]]. [[User:Spike|Spike]] 03:48, 20 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Category =&lt;br /&gt;
The page needs to be listed in various categories, which ones I don&#039;t know. Also links on other pages to this one would aid people finding it.&lt;br /&gt;
&lt;br /&gt;
: OK how about this one: [[User:Spike|Spike]] 12:21, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oddities and bugs]]&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Grenade&amp;diff=45190</id>
		<title>Alien Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Grenade&amp;diff=45190"/>
		<updated>2013-03-19T11:47:37Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;alien grenade&#039;&#039;&#039; is pretty much the ultimate grenade in the game, combining power with light weight and small size.  It is the second most powerful grenade in the game next to the [[High Explosive]] but is much more convenient with its smaller size and weight, making heavy firepower the standard of all troopers instead of only a few soldiers carrying the high explosive. However, the increased firepower comes with an increased price-tag, with a single alien grenade being able to buy 49.5 standard grenades or 9.9 high explosives when sold.&lt;br /&gt;
&lt;br /&gt;
Scrounge enough of these from the battlefield and you shouldn&#039;t have to manufacture any, unless your tactics always involve grenades and big explosions.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Sonic Pulser]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS39.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 High Explosive&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*TUs:&lt;br /&gt;
**Transfer from shoulder strap to hand: 3 TU. See [[Inventory TU Table]] &lt;br /&gt;
**Priming: 50%&lt;br /&gt;
**Throwing: 25% &lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $6,700 for parts, 200 Engineer Hours, 2 Elerium&lt;br /&gt;
*Sell Price: $14,850&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
As you can end up having a lot of them it may be a good idea to sell some off. If you intend to use some however, keep an ample supply of salvaged grenades instead of using Elerium to manufacture new ones.&lt;br /&gt;
&lt;br /&gt;
This weapon is the number one reason you shouldn&#039;t bunch your soldiers together; the aliens prefer to toss a grenade directly to the feet of the nearest soldier who happens to have at least one friend within the blast radius.&lt;br /&gt;
&lt;br /&gt;
Aliens always set their grenades&#039; timer to zero before throwing it, leaving the target no chance to escape the blast.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
[[Understanding Grenades]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Retaliation&amp;diff=45159</id>
		<title>Talk:Alien Retaliation</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Retaliation&amp;diff=45159"/>
		<updated>2013-03-17T19:53:04Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Re: Conclusions ==&lt;br /&gt;
&lt;br /&gt;
Just a thought about the last edit in the conclusions, you don&#039;t get any points or loot from destroying the Battleship with base defenses, so an impenetrable base isn&#039;t going to provide the same rewards as a supply ship farm raid (done via a Skyranger to work around elerium shortages). I suppose there&#039;s always shooting the battleship down before it strikes the base and then raiding it, but I don&#039;t recall if this stops the raids. Worth a ponder anyhow. -[[User:NKF|NKF]] 03:12, 30 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Indeed, I was referring to an &amp;quot;intercept all the BBs for fun and profit&amp;quot; strategy (after all, they almost always have at least 1 power source left, and there&#039;s a TON of valuable loot). The repair time of Avengers, however, means you need a fallback if too many of your Avengers are in the shop, hence why the base defences. Generally I&#039;d only do this with 1 base at a time, as you&#039;re limited by repair time anyway.&lt;br /&gt;
&lt;br /&gt;
By the way, shooting down the BB does NOT unset the flag. So this IS a valid &amp;quot;unlimited Elerium&amp;quot; method.[[User:Magic9mushroom|Magic9mushroom]] 05:27, 31 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Retaliation Triggers ==&lt;br /&gt;
&lt;br /&gt;
I understand that UFO Assaults / USO Assaults don&#039;t trigger Retaliation missions, hence the Mod in UFOextender / TFTDextender. &lt;br /&gt;
&lt;br /&gt;
Do Alien Base Assaults / Alien Colony Assaults trigger Retaliation missions? They really should, even more so than successful shoot-downs. Both raids, and actual destruction, should be responded to. Base milking (through legitimate combat, not through exploits) is a legitimate tactic for X-COM but a real vulnerability for the aliens, so they should respond in massive force. [[User:Spike|Spike]] 07:54, 24 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flight Patterns ==&lt;br /&gt;
Retaliation battleships seem to be unique in that they will fly at maximum speed at the lowest altitude. This makes them extremely difficult to detect with anything other than the Hyperwave decoder, but once detected their intention is immediately obvious. &lt;br /&gt;
&lt;br /&gt;
Retaliation scouts often won&#039;t land, making them distinguishable from other missions. --Bobucles 4 Jan 2013&lt;br /&gt;
&lt;br /&gt;
== Tricky triggers ==&lt;br /&gt;
Did anyone ever encounter the situation where, on Beginner difficulty, you destroy a small scout, shoot down and recover a medium scout, ground assault another medium scout and BAM! Retaliation in the middle of the FIRST GAME MONTH, before you got even a single research project done and without ever spotting the incoming battleship? Because I just did. And I didn&#039;t even mod the game to retaliate against ground assaults. It would seem that for some reason, the first three UFOs were all retaliation scouts... are these aliens prescient or what?--[[User:Amitakartok|amitakartok]] 15:53, 17 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45158</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45158"/>
		<updated>2013-03-17T19:19:23Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
&#039;&#039;Someone on Steam developed a good method to help isolate and resolve codec conflicts that keep Extender from playing MP3s.  See [[TFTDextender#FAQs| TFTDextender FAQs]]&lt;br /&gt;
&lt;br /&gt;
:The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).---Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 uses BASS to play mp3s. Hopefully this will fix all the decoder related errors and crashes. [[User:Morgan525|Tycho]] 22:59, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just checked, BASS is working. Now I have another question: are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which file to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video Problems ==&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XCOM Crashed at 0x45E6A5 with error ...&amp;quot;===&lt;br /&gt;
Usually this occurs with the split exe that you get after installing XcomUtil.  One part that gets altered conflicts with the Extender&#039;s option to skip the intro.  Disabling this option will stop the error.&lt;br /&gt;
&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 now includes an option in the INI to allow the player to set the level of delay to adjust all timing and animation function in the battlescape.-[[User:Morgan525|Tycho]] 23:01, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
Thanks, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No DosBox ==&lt;br /&gt;
&lt;br /&gt;
The only executable file in the download is an .exe file. .exe files don&#039;t work with dosbox and with X-com being a 16-bit program it doesn&#039;t work on 64-bit system either. Is there any way of getting this mod running on a 64-bit windows? Is there a workaround or am I just being stupid?&lt;br /&gt;
:The first paragraph of the main page of the article does say:&lt;br /&gt;
&lt;br /&gt;
 This program only works with the Windows version and will not work through DOSbox. &lt;br /&gt;
 Furthermore, a version compatible with DOS will not be created due to difference in memory management used.&lt;br /&gt;
&lt;br /&gt;
:Workaround - can you boot under a 32 bit Windows instead? [[User:Spike|Spike]] 18:27, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
i hope to be posting in the right section for this.. otherwise excuse me, please.&lt;br /&gt;
&lt;br /&gt;
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:&lt;br /&gt;
*1)editable starting soldiers attributes. &lt;br /&gt;
*2) editable HWP stats of chassis and their weapons.&lt;br /&gt;
*3) editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*4) editable fatal wound system.&lt;br /&gt;
*5) a critical hit chance system.&lt;br /&gt;
*6) option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Thanks for the suggestions. Most of these suggestion essentially are to incorporate mods that allow players to edit the various databases (like Seb did for OBDATA). This can be done but would require a lot of coding and since OpenXcom is nearly complete and seems to allow this level of control (and more!) over the game, I don&#039;t feel it&#039;s necessary to reinvent that wheel. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some ideas, if I may:&lt;br /&gt;
* An INI option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable.&lt;br /&gt;
* Rudimentary IFF recognition in proximity grenades, ie. it checks the unit ownership variable (the same one that gets flipped during mind control and used to cause the Hostile Civilians bug) of everyone who wanders into its sensor range and only explodes if it doesn&#039;t match the ownership of the unit that threw it. Naturally, it would be fooled by mind control and would also blow up civilians but it would minimize mine-related friendly fire...&lt;br /&gt;
** ...which makes me wonder: if a proxy kills a friendly unit, does it count as friendly fire caused by the guy who planted the proxy? If not, would you make it so, just for the hell of it?&lt;br /&gt;
* After buying the first cannon or rocket tank, that particular HWP becomes available for manufacture. Accordingly, either must be available for manufacture before laser tanks can be built (the chassis design has to come from &#039;&#039;somewhere&#039;&#039;).&lt;br /&gt;
* Depending on the aliens&#039; intelligence stat, they can deliberately blast away cover with autofire if they saw any of your soldiers taking cover behind it. They already sort-of do this with grenades but not with other weapons.&lt;br /&gt;
* Aliens actively using [[Scouting#Scout/Sniper Tactics|sniper-spotter tactics]], taking the high ground whenever possible.&lt;br /&gt;
* X-Com bases only being able to be built within the borders of the Funding Nations.&lt;br /&gt;
* Invasion Mod&lt;br /&gt;
** If any UFO passes within a certain distance to a base without a Mind Shield, the base is immediately discovered. It doesn&#039;t matter what mission it is on, not having a Mind Shield means instant detection. Accordingly, later retaliation missions do NOT send scouts but go for the battleship immediately. The outcome depends on what kind of defenses the base has:&lt;br /&gt;
*** No Grav Shield - Battleship gets through defensive fire: Base Defense mission. If the attack is repulsed, the aliens send another battleship next month.&lt;br /&gt;
*** No Grav Shield - Battleship shot down by defensive fire: the aliens send another battleship next month.&lt;br /&gt;
*** Grav Shield - Battleship gets through defensive fire: the battleship finds itself unable to land so it simply blasts the base into ashes. Entire base and all its contents are lost, no Base Defense mission possible.&lt;br /&gt;
*** Grav Shield - Battleship shot down by defensive fire: aliens decide the base is too heavily fortified and back down. Retaliation mission ends (until X-Com provokes another one, that is).&lt;br /&gt;
** Countries with an alien base sitting on their soil for more than a month are automatically infiltrated.&lt;br /&gt;
** Aliens deliberately targeting the country with the lowest X-Com activity with infiltration instead of choosing randomly.&lt;br /&gt;
** More severe consequences for alien infiltration: if a country signs a pact, X-Com is banned from that country.&lt;br /&gt;
*** All X-Com assets (bases, craft, personnel, items in storage) within the country&#039;s borders are automatically and permanently confiscated at the turn of the month the pact is made.&lt;br /&gt;
*** X-Com operations inside that country suffer a massive score penalty as they&#039;re technically violating the country&#039;s borders and airspace, causing international tension between the country (who feel the Council does not respect the charter that allows countries to withdraw from the project) and the Council (who never agreed to withdrawing X-Com&#039;s services from quitter countries in the first place).&lt;br /&gt;
** No matter how well the player actually performs, funding WILL keep dropping in the long-term as the sponsors become dissatisfied with X-Com. In fact, funding from all nations will eventually drop into the negative as the sponsors try to pressure X-Com into disbanding (well, that and ongoing rumors of X-Com self-financing through arms dealing causing them to try and get their share of the profits).&lt;br /&gt;
Hope this sounds interesting.--[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Tarvis&#039; Suggestions===&lt;br /&gt;
12/24/12&lt;br /&gt;
&lt;br /&gt;
I have to say, the UFO Extender is a great leg up from the DOS version! The stats on loadout screen is my favorite feature. I only have a couple minor gripes/observations, and some of them don&#039;t necessarily apply to UFO Extender:&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*Geoscape dialog animation speed (window opening animation) is very slow compared to the rest of the game. If I lock the game to 30FPS then the Geoscape and Battlescape animations are perfect, but windows in Geoscape take about a second each to open. Perhaps an option could be added to change the window animation speed?&lt;br /&gt;
::&#039;&#039;This is a direct result of having the FPS too low.&#039;&#039;&lt;br /&gt;
*It would be great if a fullscreen resolution option was added instead of forcing the desktop resolution. This would be useful because I think XCOM looks best when scaled partly by nearest neighbor, and partly bilinearly. If I could set the game resolution to 640x400, I could get the exact same effect I want, but right now the only way to do that is to disable D3D which does not sit well with Win7.&lt;br /&gt;
**Another alternative is to add more scaling methods: nearest (current), bilinear, Half n&#039; Half (First pixel-doubled to 640x400 and then scaled from there with bilinear), HQ4X and more&lt;br /&gt;
::&#039;&#039;Unless someone with experience in this were to help, I don&#039;t have the experience to do this presently.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::&#039;&#039;Version 1.3 incorporates Tarvis&#039; scaler option.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*On Windows 7 it seems that the D3D Window Position width and height options correspond to the entire window with borders and not the actual game screen area. Is this an oversight or is this the intended behavior?&lt;br /&gt;
::&#039;&#039;Seb&#039;s code only applied the size to the overall window and applied the clip cursor feature to it.  His code didn&#039;t take into account that windows border could be different thicknesses.  I was able to improve the application of the clip cursor function to resolved the border thickness issues but it requires a deeper understanding of Windows to make the Extender create a window that has the outside dimensions necessary to allow the playable area to be that specified by the player. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
*The mouse can leave the screen in full-screen mode in dual-monitor setups, but only if D3D is enabled. Also, turning off mouse scaling (providing the best mouse speed) means the mouse can also go lower and to the right of the game. Perhaps the mouse-clipping modes used in the windowed mode could be applied to fix this?&lt;br /&gt;
::&#039;&#039;Scale mouse was created to fix the issue that mouse-clipping can&#039;t be used in full-screen mode.&#039;&#039;&lt;br /&gt;
:::This does fix the mouse going too far down &amp;amp; right in-game, but even with mouse-clipping on it still leaves the game and still goes to the other monitor. -Tarvis&lt;br /&gt;
:::&#039;&#039;Oops! My mistake (I&#039;ve been working with TFTD for so long I just defaulted to that program). Try this string: 68 CC F2 02 10 6A 00 68 04 F3 02 10 68 14 F3 02 10 FF 15 10 F0 02 10 85 C0 0F 84 90 00 00 00. Use a hex editor. Search the Patcher.dll file for the string and change all the bytes to 90. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::Works great, in battlescape and geoscape! Thanks a bunch. Just for the record, it doesn&#039;t work in Geoscape with mouse scaling off, but that should be turned on when the game is fullscreen anyhow.&lt;br /&gt;
:::&#039;&#039;Great!  That tells me enough that I know what to change to resolve that problem.  Thanks for your feedback!-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I tested it in the new patch, and just realize it can still leave the window in the main menu.&lt;br /&gt;
:::&#039;&#039;That is intentional. Last chance to resize the window or access the sound mixer to adjust volume before starting a game.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I see. I&#039;ve finished the scaler/resolution features and I want to add them to the most recent version.&lt;br /&gt;
:::&#039;&#039;I guess you could zip up the new cpp files, upload them to the site, and then add a link to it on your user page. I&#039;ll then be able to put them into an offical release. Does that sound OK?- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
The following is definitely wishful thinking, but would be wonderful if it could be done:&lt;br /&gt;
*Replace MCI MP3 handling with DirectX calls. This would make codec issues that cause crashes much less unpredictable.&lt;br /&gt;
::Not sure if you saw this or not, but someone on [http://www.xcomufo.com/forums/index.php?showtopic=242035284#entry191604 the forums] made a patch to use BASS.dll for music instead of MCI. - [[User:Tarvis|Tarvis]]&lt;br /&gt;
:::&#039;&#039;Thanks for the information.  I played around with it and it works. Niklata, the creator, did a great job. I&#039;ve already incorporated the changes into the music.cpp file -[[User:Morgan525|Tycho]] 23:25, 29 December 2012 (EST)&#039;&#039;&lt;br /&gt;
**I would like this mainly because MP3 playing works fine on my Windows 7 64 bit machine but not at all on my Windows 7 32 bit machine, and I can&#039;t figure out why. Both are configured to use the Windows default MPEG splitter and MP3 DMO Decoder, yet using MP3s crashes on the 32 bit machine every time.&lt;br /&gt;
::&#039;&#039;Check out the reference on the TFTD Extender page about problem with playing MP3s.&#039;&#039;&lt;br /&gt;
::I&#039;ve tried all that and couldn&#039;t get it to work, but I&#039;m able to use AbraM&#039;s FMOD patch for UFO Defense.exe with UFO Extender just fine so that&#039;ll work. I wonder though, if I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Geoscape Speed Mod causes problems with UFO missions==&lt;br /&gt;
&#039;&#039;&#039;I tried to compare the game played with this speed settings on and off and I have noticed that there are less detections of UFOs with the settings on then with off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;version 1.3 fixes the problem with alien missions and the Geoscape Clock mod.  I&#039;ve also added a second option to emulate Mok&#039;s method for those that prefer it.  Mok&#039;s method will produce a &#039;step&#039; effect to the animations on the Geoscape at higher time rates. -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Hot Grenades and Aliens Bleeding bugs ==&lt;br /&gt;
If you have Hot Grenades enabled, prime a grenade and end turn without throwing it, the item to explode won&#039;t necessarily be the primed grenade. I had my equipment in Skyranger explode while priming grenades in the field.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Seb&#039;s mod was just a quick omitting of the check to see if the grenade was being held to check if the timer limit had been reached.  The problem here is that the location of the item is not updated until thrown or dropped, so the location where to center the explosion was usually where the grenade was picked up (in the craft).  I have altered the idea of hot grenades to be like most grenades which have a short fuse that is lit when the grenade&#039;s safety is sprung and the grenade tossed. Hot Grenades mod now means that only the High Explosive will prompt a timer. All other grenades will just armed and will explode on impact at their destination. They will not explode as long as the soldier holds them to reflect that the safety mechanism is still in place. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Random crashes on W7 64bit (but possibly all systems) ==&lt;br /&gt;
&lt;br /&gt;
I have random crashes of the game in the base deffense mission.&lt;br /&gt;
The addresses I have noticed are: &lt;br /&gt;
00422483 mov cl,[eax] (same problem - it looks that eax maybe 0) and (I am not sure) (00402CDE) lea ecx,[eax][eax]*4[004] &lt;br /&gt;
:&#039;&#039;These are related to the &#039;game crashes when an alien tries to attack a base feature&#039;. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I was trying to find the reason for the crash, as I was playing the mission with Etherals again and it has crashed again but at address 0x4A2CBE with error 0xC0000005 trying to access 0x00000000.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; The game would crash as described above whenever a unit would drop an item from Panic and the clip weight mod attempted to locate the clip in the weapon dropped. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All fixed in v1.30&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clip cursor behavior ===&lt;br /&gt;
I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet.&lt;br /&gt;
Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
&lt;br /&gt;
:In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v1.30 implements the clip cursor on all screens in Full Screen mode.  For Windowed mode, cursor clipping is implemented once a game starts, at the earliest, or whenever the battlescape starts, depending on the option selected, by design. It is still possible to break the cursor clipping, if one intentionally tries. -[[User:Morgan525|Tycho]] 00:25, 23 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I observed that the battlescape can completely lose mouse clipping for that session if the game window loses focus due to things like an overzealous ESET firewall&#039;s always-on-top window asking every fucking hour whether Adobe Flash Player&#039;s updater is allowed internet access. The game automatically regains clipping at the start of the next battlescape session but it&#039;s still very annoying.--[[User:Amitakartok|amitakartok]] 17:18, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Graphical small distortion ===&lt;br /&gt;
Load of the saved game to geoscape or load geoscape after mission end causing small graphical distortion of the first screenline of the Terror message and other e.g. Build facility window choose. Can you fix it? It is not caused of the extender, it does the UFO Collectors Edition all versions to me even without extender. I also tried older extended UFO CE ET version and it also happenings in CE ET version even as it uses DirectDraw instead of D3D. I will make you screenshot if you will need them.&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This sounds like a problem with your graphics card driver.  You might try upgrading the drivers or adjusting the hardware acceleration of your card. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement speed ==&lt;br /&gt;
Hi Tycho,&lt;br /&gt;
could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:This is a direct result of the game running fast on modern computers. Unfortunately I don&#039;t think there&#039;s anything that can be done about this without overhauling how the framerate limiter works, since the FPS limiting method only adds delays to calls to update the screen, which only some of the game timers wait on, and isn&#039;t called during the HIDDEN MOVEMENT screen. You could try lowering the game&#039;s processor priority, because that will have the most impact on overall game speed.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
I believe that if Tycho is able to slow down all the animations correctly he will be able to call that slows also for the logic in hidden movement then :) Or - yes - limit frame rate when in hidden movement will maybe solve that problem.. Now to me the screen is only flashing if something is happening, so you can not recognize what was happened and where..&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest right now: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
:Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;If it&#039;s just the time for units dying is too fast, I could write a time delay to occur after a unit&#039;s death scream on the alien turn.  This wouldn&#039;t affect the alien turn code but rather the code that handles a unit taking damage and being killed. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tank issues ==&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;br /&gt;
:Not long after writing the above, I had a tank panic (not berserk)... and the game didn&#039;t crash. Weird.--[[User:Amitakartok|amitakartok]] 19:59, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Known_Bugs#Berserk_HWP_crashes_the_game]]. I may have a fix for this: change the code to prevent the Berzerk option from being assigned to units with a turret weapon (Probably a little more relevant to TFTD). - [[User:Morgan525|Tycho]] 23:02, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know about the bug; the problem here is that this site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
* Nowhere does the Improved Laser Tank&#039;s readme description states that the tank&#039;s cannon has to be manufactured separately. Also, doesn&#039;t really make sense: the same weapon can pierce UFO hulls when mounted on aircraft but cannot when mounted on a tank? I know the aircraft is bigger but I don&#039;t think it has a bigger power source; it&#039;d be too heavy.&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Amitakartok&amp;diff=45157</id>
		<title>User:Amitakartok</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Amitakartok&amp;diff=45157"/>
		<updated>2013-03-17T18:45:39Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In case anyone&#039;s wondering, &#039;&#039;&#039;amitakartok&#039;&#039;&#039; translates roughly into &#039;&#039;&#039;whateveryouwant&#039;&#039;&#039; in Hungarian. It&#039;s origin: when I registered at a site several years ago, the appropriate answer for the question &amp;quot;What should be your nickname?&amp;quot; seemed to be &amp;quot;whatever you want&amp;quot; and I started to like it. I use that as a universal nick on every registering and even in Garry&#039;s Mod (though it&#039;s a pity gmod doesn&#039;t have a Chryssalid NPC downloadable, that would be awesome XD).&lt;br /&gt;
&lt;br /&gt;
My philosophy regarding soldiers: keep losses at minimum. One or two rookie is OK, three sergeants isn&#039;t. In that case, reload ASAP (why the hell they didn&#039;t put loading into battlescape?!) - yes, I&#039;m a savewhore, so to speak. For this reason, my armor distribution is this: rookies/seamen have to become squaddies/able seamen to earn armor. Officers get the latest equipment, e.g. Power/Flying/Ion/Magnetic Ion armor. Also, in Cydonia/T&#039;Leth every soldier is armed with Flying/Mag. Ion armor.&lt;br /&gt;
&lt;br /&gt;
Things I hate:&lt;br /&gt;
* Elitists thinking everyone is inferior compared to them.&lt;br /&gt;
* Same guys &amp;quot;noob&amp;quot;-ing others. You were &amp;quot;noobs&amp;quot; too once so STFU. Thank you.&lt;br /&gt;
* 13375P34K. No, really. &#039;&#039;&#039;DER GRAMMATIK NAZIS&amp;lt;sup&amp;gt;und Google Translate&amp;lt;/sup&amp;gt; REGIEREN!!!&#039;&#039;&#039;&lt;br /&gt;
* Cheating AI. This includes X-COM aliens.&lt;br /&gt;
* Unpleasable &amp;quot;fans&amp;quot;. Seriously, nine years have elapsed since the last X-COM title and people are bitching that an FPS is on the way??? They should be really fucking happy they get anything at all!&lt;br /&gt;
* Copyright holders. Yarr, fakk yaselvez, ya [http://torrentfreak.com/u-s-government-recognizes-benefits-of-piracy-100413/ greedy sons-a-bitchez]! We don&#039; needz ya.&lt;br /&gt;
&lt;br /&gt;
Things I love (not necessarily in this order):&lt;br /&gt;
* X-COM&lt;br /&gt;
* C&amp;amp;C&lt;br /&gt;
* Fallout 3 (someone, PLEASE model an Ethereal robe into F3!)&lt;br /&gt;
* Mecha anime (to rephrase that, &amp;quot;Evangelion rulz, bitches!&amp;quot;)&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Tropers/Amitakartok TV Tropes]&lt;br /&gt;
&lt;br /&gt;
==What I would put into X-COM==&lt;br /&gt;
* Heavy laser aimed fire has sniper accuracy when crouching.&lt;br /&gt;
* Heavy plasma has no autofire to prevent spamming.&lt;br /&gt;
* High explosive can destroy inner UFO walls. After researching Elerium and alien grenade, option to research and manufacture Elerium charge that is very heavy but can blow a hole into outer UFO walls and is more cost-efficient than blaster bombs.&lt;br /&gt;
* Aliens keep using smaller guns. Specifically:&lt;br /&gt;
** Soldiers use rifles.&lt;br /&gt;
** Engineers use stunners.&lt;br /&gt;
** Navigators and Medics use pistols.&lt;br /&gt;
** Leaders use heavy plasmas.&lt;br /&gt;
** Commanders use blasters.&lt;br /&gt;
* The flying suit has very low armor in the back due to the Elerium reactor. If the soldier takes a lethal hit there, the reactor explodes with the force of an alien grenade. Doesn&#039;t happen to mag. ion armor.&lt;br /&gt;
* Avengers have three weapon slots.&lt;br /&gt;
* Explosions destroy corpses but non-corpse items have a random chance of surviving the detonation and merely being thrown away from the epicenter. Also, items are destroyed and explosives are set off by incendiary damage.&lt;br /&gt;
* Incendiary damage stacks depending on how long the target stands on fire (i.e. standing in fire for three turns does six times the damage). This makes fire a real hazard to non-immune units.&lt;br /&gt;
* Power suits, flying suits, Cyberdiscs and Sectopods are immune to incendiary damage. Mutons, Silacoids, Snakemen, Chryssalids and personal armor&#039;d soldiers take reduced incendiary damage; Sectoids, Zombies, Celatids, civilians and unarmored soldiers take normal incendiary damage; Ethereals, Floaters and Reapers take extra incendiary damage.&lt;br /&gt;
* Ability to rename crafts.&lt;br /&gt;
&lt;br /&gt;
===How I usually play===&lt;br /&gt;
* Money only from funding countries. As in, I don&#039;t (usually) manufacture for profit and I usually finish the game with two combat bases and one research base. I still sell stuff when stores are full and I never keep anything before lasers. I still use exploits however, but only those with smaller effects like the zero amount manufacturing bug.&lt;br /&gt;
** Since I got acquainted with UFOextender however, I usually leave a dedicated manufacturing base of fifty engineers producing laser cannons in auto-sell mode indefinitely. Result: no funding problems for the rest of the game XD&lt;br /&gt;
* Usual troop composition is broken down to fireteams. Each fireteam has three squaddie riflemen and one sergeant.&lt;br /&gt;
** The riflemen have laser rifles while the sergeant has a fireteam-level heavy weapon (heavy laser, heavy cannon, etc.).&lt;br /&gt;
** In case more bang is needed, each has a grenade as well; sergeants get alien grenades once available.&lt;br /&gt;
** Additionally, each sergeant has a motion sensor in their free hand.&lt;br /&gt;
* In a Skyranger carrying a single tank, two fireteams leave two additional slots which are filled by a medic and a colonel.&lt;br /&gt;
** The medic dual-wields a stunner and a medkit; also has a pistol for emergencies and is the first one out after the tank, chucking a smoke grenade at the base of the ramp to provide cover.&lt;br /&gt;
** The colonel, depending on the mission, either provides artillery support (rocket from above or blaster bomb from the &#039;ranger) or takes the high ground to snipe with a plasma rifle. In the latter case, also IDs potential targets of capture with a mind probe.&lt;br /&gt;
** Tank-wise, my usual progress is rocket - laser - plasma.&lt;br /&gt;
* Craft rules:&lt;br /&gt;
** Standard base loadout is one Interceptor, one Firestorm and one Skyranger.&lt;br /&gt;
*** The Interceptor (Avalanche + laser) handles scouts in order to maximize interception rate without wasting Elerium on small fry.&lt;br /&gt;
*** The Firestorm (dual plasmas) only sorties against supply ships and terror ships.&lt;br /&gt;
*** The main base and ONLY the main base switches the Skyranger to a Lightning as soon as it&#039;s available. By that point, the guys there can usually handle things without tank support.&lt;br /&gt;
*** Only one Avenger is built, with a max limit of two sorties: one base assault (as &amp;quot;rehearsal&amp;quot;) and the final mission.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==X-Force==&lt;br /&gt;
I don&#039;t know if you know about this, but I found yet another X-COM remake. It has been around for a while, but I forgot to mention it. The name of the project is X-Force: Fight for Destiny. It is completely DirectX-based and has some nice graphics, but the current version is V0.915b4 (the newest beta). It is composed of &amp;quot;gamesets&amp;quot; which contain everything about a gamemode. The included gameset/script editor is German, but the game itself is multilingual (a total of 13 languages are available right at the start).&lt;br /&gt;
&lt;br /&gt;
===Differences from X-COM===&lt;br /&gt;
&lt;br /&gt;
====General====&lt;br /&gt;
*Option to change starting parameters: gameset, difficulty, composition of starting personnel, etc. Changes are reflected in starting funds: more personnel means less money. The default starting funds are ten million.&lt;br /&gt;
*Online updater for downloading new versions and addons.&lt;br /&gt;
&lt;br /&gt;
====Geoscape====&lt;br /&gt;
* Engineers and scientists has differing &amp;quot;ability points&amp;quot;. Basically, the higher this number, the faster the work is finished. For this reason, engineers and scientists also have individual names and can be sacked automatically whenever someone better is available for hire.&lt;br /&gt;
* Radar ranges are graphically represented in the map. Now that&#039;s what I missed from X-COM!!!&lt;br /&gt;
* Previous versions contain the ability to dogfight with UFOs, arcade-style. This has been removed. Now you have to wait until they duke it out offscreen with only some info visible (stats of the combatants, who&#039;s firing currently, etc.).&lt;br /&gt;
* Manufacturing uses a universal resource called Alphatron. Alphatron can be gained by establishing specialised mining bases (assigning engineers increase mining efficiency) or by dismantling existing equipment (weapons/ammo/etc).&lt;br /&gt;
* Speaking of which, EVERYTHING can be manufactured except crafts. Certain terrestrial stuff requires construction plans to build which can be purchased for a hefty price. Alien stuff only needs to be researched.&lt;br /&gt;
* Buying/selling equipment is also changed: countries make bids for the equipment and you decide which one you accept and when.&lt;br /&gt;
* Structure-mounted shields. If a UFO attacks a shielded base, the shield will soak up the damage. If it depletes, buildings within start to take damage. Damage can be repaired with engineers. UFOs fairly close to the base can be shot down by base defenses (their range is also represented).&lt;br /&gt;
* UFOs prioritize crafts. If a craft enters radar range, the UFO will ignore it&#039;s current mission and attacks the craft instead. Since by default you can&#039;t accelerate time while a UFO is on-screen (that counts crashed ones too!), you can lure and shoot them over water if you don&#039;t want to fight.&lt;br /&gt;
* Bases are multi-level; some building can only be built on a certain level (ie. no radar/shield underground, hangars are 2x2 on the first level and 1x1 on the surface). Additional levels can be constructed for a fee.&lt;br /&gt;
* All equipment (ammo included) can be upgraded but only if you have the construction plans.&lt;br /&gt;
* Soldiers, engineers and scientists can be trained to improve their skills. However, a soldier in training improves slower than in battle and training costs 25 credits per day.&lt;br /&gt;
* When purchased, crafts only have armor, hardpoints and cargo space. Weapons (projectile, missile, energy), engines, sensors and shields are freely interchangeable.&lt;br /&gt;
&lt;br /&gt;
====Battlescape====&lt;br /&gt;
* Automatic shots are a horribly inaccurate single shot. Aimed shots are possible to be fired to legs, torso and head. The latter is the hardest but it hurts like a motherfucker (obviously).&lt;br /&gt;
* No HWPs, but soldiers can set up stationary sensors to watch an area or landmines to cover their backs.&lt;br /&gt;
* No transports, soldiers are just dumped onto the battlefield. They start in groups of five. Earlier versions had the ability to &amp;quot;beam up&amp;quot; soldiers from the battlefield. &#039;&#039;The newest version deploys UFOs as well on the map.&#039;&#039;&lt;br /&gt;
* Soldiers don&#039;t have [[energy]] or [[morale]]. However, they still lose TUs from weight.&lt;br /&gt;
* Laser weapons has limited ammo and cannot be reloaded, only recharged after battle. &lt;br /&gt;
&lt;br /&gt;
*I tested the newest version. Looks good, but the Galactic War gameset became the official one and MAN, IT&#039;S VERY HARD! According to the story, a single alien mothership and five smaller craft appeared and scouted the planet. After trying to take them down, they retaliated and systematically destroyed Earth&#039;s whole military. The crafts had three layers of defensive structures: an EM field to jam missiles, a magnetic field to repel light projectiles and armor to stop the rest. Finally, they were taken out with nukes, but we became defenseless. The crashed crafts released drones that shot every dropship on sight, plus the only hits were achieved with large naval cannons and dumb-fire contact-fuse missiles; we had to ditch our modern weapons and technology and rely on more primitive methods such as assault rifles with plastic bullets (aliens had the same shielding) or naval-sized cannons with VERY large shells. Additionally, the readme literally says that large UFOs are EXPECTED to be taken down by using several fighters as cannon fodder. Sorry, but isn&#039;t that a bit extreme? For me, it sounds like the developer watched a bit too much Evangelion (which is an excellent but really fucked up anime, by the way).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==UFO Aftermath==&lt;br /&gt;
I don&#039;t think I have to introduce this one. Many people say it&#039;s crap when it&#039;s not. It&#039;s just vastly different from X-COM.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
====Geoscape====&lt;br /&gt;
* Base mechanics. You can decide the location of your initial base: central US, Europe or Asia. There are no base management or anything like that, bases come in three flavors: military base that handles interceptions, engineering base that handles development and production-related stuff and research base that handles scientific stuff. Later on you get a fourth type, anti-biomass; more on that later. Base types can be freely switched out to each other, this takes 24 hours.&lt;br /&gt;
* Expansion is done like this: Earth is divided into territories. For every mission you do in a territory, your presence in that territory as well as all adjacent territories increases. Once your presence is high enough, you get the location of a military base in the area; capturing that base (or further increasing your presence) will turn the territory over to you. Adjacency isn&#039;t required, you can expand on the other side of the globe as long as you have enough presence.&lt;br /&gt;
* Like I said, there&#039;s no base management. As long as you have one research base, you can do research. Same with engineering bases. Neither requires resources or anything, but most stuff requires you to capture alien tech; for example, capturing a single UFO of any type nets you almost all UFO-related requirements (e.g. engine, hull, etc.).&lt;br /&gt;
* You lose only if you lose all your bases.&lt;br /&gt;
* You cannot even detect UFOs until you develop UFO Detection. It&#039;s available right from the start but since most missions are against transgenants, you don&#039;t need this until your troops are sufficiently equipped.&lt;br /&gt;
* Interception requires a military base. When you give the order, a flight of three fighters take off from the nearest base and attacks the UFO which also has a fighter cover of three. If the entire flight is shot down, the base will take 24 hours to rebuild them during which it can&#039;t perform interceptions. You can develop stronger armor, weapons, engines, etc. for your planes once you capture a UFO. You only really need to intercept Battleships and Planters, these can screw you over big-time. Bases should be taken out before they deploy or you&#039;ll have to do a ground mission to dispose of it. The rest pose no threat.&lt;br /&gt;
* Late-game, Planter-type UFOs will fly around the globe. If one of these lands, that spot will start to grow Biomass, a gray-brown carpet that spreads across nearby land at an alarming rate. If the growth reaches one of your bases, you instantly lose that base. The only way to combat it is to do a mission on the Biomass to get a sample of it then research that sample and finally develop Biomass Repulsors. The fourth base type will be unlocked and it&#039;s sole function is to radiate a psionic signal; Biomass can&#039;t grow in range of the base and if it&#039;s already there by the time the base comes online, it will dissolve. Some transgenants only appear in Biomass terrain.&lt;br /&gt;
&lt;br /&gt;
====Battlescape====&lt;br /&gt;
* First and foremost: battles go in REAL-TIME. You can pause, slow down or speed up time. While this might cause much grumbling amongst X-COM enthusiasts, let me rebuke you: combat is still really hard. And unlike X-COM, you CAN pull off stuff like I did on one base assault where a single level 12 soldier armed with a Neostead shotgun, a medkit and bio armor played a deadly hide-and-seek with nine Reticulans, taking them all down and clearing out the entire base all by himself!! He had a plasma rifle as well but didn&#039;t need to use it as I used cover to its maximum advantage. Result: no casualties and the soldier leveling up. He spent the next few days in the infirmary, but still. And this was a base assault where all aliens were toting late-game guns including one with a collapsible plasma cannon (took him out just before he could deploy it; he still completed the unpack animation, then packed it up again, &#039;&#039;then&#039;&#039; collapsed dead).&lt;br /&gt;
* You can only bring seven soldiers with you. At first, you can sortie only from the military base your chopper is currently at; later, developing in-base teleports allow you to sortie from the military base nearest to your target. You get a steady supply of recruits that are available globally, in all your bases.&lt;br /&gt;
* Development is done like this: doing stuff on the battlefield earns your troops XP. Once the soldier levels up, you can increase one of his/her primary attributes which in turn increases their abilities. The attributes are: Strength, Agility, Dexterity, Willpower, Intelligence and Perception. Abilities are: Marksmanship (sniper rifles and heavy machineguns), Rifles (assault rifles), Handguns (pistols and submachineguns), Launchers (rocket launchers), Throwing (grenades and nade launchers), Psi Power, Hit Points, Speed (base movement speed), Dodge (decreases enemy accuracy), Observation (increases sight range), Stealth (walking and crouching increases probability of staying unnoticed), Aliens (increases damage), Medical (increases medkit efficiency) and Capacity (increases amount of stuff soldier can carry before slowing down). You can also give the soldier training in the base to increase four of his abilities by one full level, but each ability can only be increased once this way. A soldier can do as many regimens as you want so cross-training is possible. Each training session takes 36 hours during which the soldier is unavailable for duty.&lt;br /&gt;
* Enemies generally come in two flavors. Transgenants are mutated Earth life forms; most of them have guns, acid spit or psionics. Reticulans are basically Sectoids in Muton armor. They are VERY tough and wield very strong energy weapons.&lt;br /&gt;
* Equipment can be selected while in the base. At first, a very wide range of terrestrial weapons is available, from pistols to submachineguns to assault rifles to sniper rifles to various other equipment like frag/incendiary/acid/smoke nades. Only Berettas and pump-action shotguns have an infinite supply, the rest must be scavenged from captured bases. Unlike X-COM, better terrestrial guns remain useful through the entire game. Especially sniper rifles (longest range in the whole game) and grenade launchers (think Heavy Cannon with an AutoCannon&#039;s ammo capacity and magazines the physical size of a Rifle clip). Shotguns are useful inside bases and UFOs; even the weakest one does 80 damage (for comparison, the highest one does &#039;&#039;500&#039;&#039;), and one of them even has &#039;&#039;burst-fire&#039;&#039; that does a good 2200 points of damage point-blank.&lt;br /&gt;
* Armor comes in two flavors: human and hybrid. Human armors are salvaged from bases the same way as guns and come in seven flavors: clothing (almost no damage but good against warp weapons), light armor, combat armor, heavy armor (disables running and crouching but enables some of the best guns), improved light armor (researched), improved combat armor (researched), improved heavy armor (researched). Researched armors have higher laser and plasma resistance. Hybrid armor is reverse-engineered Reticulan armor and comes in four flavors: basic, sun armor (yellow energy shield, more resistant against kinetic weapons), sky armor (blue energy shield, more resistant against energy weapons) and bio armor (green energy shield, best armor in the whole game). There are helmets available as well (light, combat, psychic, and their improved versions) to further increase damage resistance but heavy and hybrid armor can&#039;t wear helmets.&lt;br /&gt;
* Aliens generally wield energy weapons. These are good but not THAT good. Humans can reverse-engineer these and build their own versions. Most alien energy weapons use the same ammo (energy or power cells, latter give twice as much shots), same with human versions and their own ammo. Warp and psychic weapons have an internal energy supply and can&#039;t be reloaded on the field.&lt;br /&gt;
** When I said reverse-engineer, I didn&#039;t mean &amp;quot;build the same gun&amp;quot;. No alien gear can be manufactured, only salvaged. Human laser rifles are better than the alien version simply because of the ample ammo (two engineering bases can manufacture a 20-cell batch in 16 hours). Some have no equivalents in the other: the aliens have the plasma gun which is basically a plasma grenade launcher. Humans take this and make a plasma rifle and a plasma shotgun; the former does good damage but has a low ammo capacity while the latter has abysmally short range but insta-kills everything it hits with a single shot.&lt;br /&gt;
* Damage types:&lt;br /&gt;
** Soft. Inflicted by hollow-point rounds and shotgun shells. Very good against unarmored targets.&lt;br /&gt;
** Universal. Inflicted by rifle rounds. Pretty good against transgenants.&lt;br /&gt;
** Hard. Inflicted by high-caliber and armor-piercing rounds. Good against armored goons.&lt;br /&gt;
** Burn. Inflicted by fire and acid. Transgenants like these.&lt;br /&gt;
** Laser. Self-explanatory. Laser pistols and rifles have very nice accuracy but lower damage than conventional guns.&lt;br /&gt;
** Plasma. Self-explanatory. Most plasma weapons do high damage.&lt;br /&gt;
** Warp. Does TONS of damage to armored targets and doesn&#039;t require line-of-sight but can&#039;t be reloaded on the field.&lt;br /&gt;
** Psychic. This is limited to three effects: damage things with advanced nervous systems, paralyze target and control target. Each of them is caused by a separate weapon and are comparatively rare (except paralyze which is possessed by multiple transgenants). Requires line-of-sight, surprisingly.&lt;br /&gt;
** Heal. Yes, medkits have their own damage type. Some armors decrease healing efficiency against the wearer.&lt;br /&gt;
* Most enemies drop unconscious when their health is low and count as captured if you win the mission; kamikazes and a few others cannot be stunned. Soldiers can be healed back up with a medkit but they can still be targeted while out cold. No matter how high you heal their health back up, they will spend the next few days in the infirmary.&lt;br /&gt;
* Guns can be fired single-shot or burst-fire. Some heavy weapons (see below) don&#039;t even have single-shot.&lt;br /&gt;
* No HWPs but there&#039;s a reason: late-game, collapsible heavy weapons are available. Specifically, double-barreled machine gun (best damn gun in the whole game, hands down), quad-barreled machine gun, Gatling cannon (think Terminator here), deployable rocket launcher, deployable railgun (the shotgun version, exhausts it&#039;s 900 ammo supply in less than ten seconds), warp resonator (think a hitscan Blaster Launcher that works through walls and has no splash damage), warp demolition device (for dozering terrain obstacles but works against enemies too). Most of them need to be deployed to fire but they have brutal firepower and can insta-kill everything they&#039;re pointed at in less than a second. Drawback: to equip one of these, you need to put on Heavy Armor which makes you unable to run; put on the gun&#039;s weight and your soldier is going at a walking pace with a REALLY big gun. Think Terminator here, people. Some of the better versions can&#039;t be reloaded on the field.&lt;br /&gt;
* Mission types:&lt;br /&gt;
** Extermination. Kill or incap everything that moves.&lt;br /&gt;
** Recon. Spot one specimen of every enemy type present on the map.&lt;br /&gt;
** Destruction. Go to the target area and destroy the stuff there using explosives.&lt;br /&gt;
** Recovery. If you lose an interception and the UFO gets away, one of your shot down pilots will survive. Go to his location and get him out alive.&lt;br /&gt;
** Capture. Incapacitate and recover any transgenant on the map. It doesn&#039;t matter which; as long as one is alive at the end of the mission, you win.&lt;br /&gt;
** UFO Recovery. Two stage mission: first stage is to find the UFO and step on the green rectangle in front of it with all your troops. Second stage is to kill or incap everyone inside the UFO. Warning: the UFO is VERY cramped. Auto-fire and shotgun use highly recommended. If you leave someone behind in the first stage, you get them back once you win the second stage.&lt;br /&gt;
** Base capture. Two stage mission: first stage is to find the base entrance and step on the green rectangle with all your troops. Second stage is to kill or incap every transgenant in the base.&lt;br /&gt;
** Base defense. Simple: kill every Reticulan in the base. Very hard, my usual tactic is to equip everyone with grenade launchers, go to a dead end and spam the corner with HE death if a Reticulan sticks its grey head through.&lt;br /&gt;
* Missions come this way: once it pops up on the Geoscape, it will stay there for a few days. If you don&#039;t take it by that time or select the mission and choose Delegate, terrestrial forces will do it for you. Base capture or -defense missions can&#039;t be delegated but if you ignore them, they will still be solved. Story-critical missions can&#039;t be delegated and won&#039;t disappear until you do them.&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45156</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45156"/>
		<updated>2013-03-17T17:01:18Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Berserk tank crashes the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
&#039;&#039;Someone on Steam developed a good method to help isolate and resolve codec conflicts that keep Extender from playing MP3s.  See [[TFTDextender#FAQs| TFTDextender FAQs]]&lt;br /&gt;
&lt;br /&gt;
:The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).---Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 uses BASS to play mp3s. Hopefully this will fix all the decoder related errors and crashes. [[User:Morgan525|Tycho]] 22:59, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just checked, BASS is working. Now I have another question: are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which file to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video Problems ==&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XCOM Crashed at 0x45E6A5 with error ...&amp;quot;===&lt;br /&gt;
Usually this occurs with the split exe that you get after installing XcomUtil.  One part that gets altered conflicts with the Extender&#039;s option to skip the intro.  Disabling this option will stop the error.&lt;br /&gt;
&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 now includes an option in the INI to allow the player to set the level of delay to adjust all timing and animation function in the battlescape.-[[User:Morgan525|Tycho]] 23:01, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
Thanks, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No DosBox ==&lt;br /&gt;
&lt;br /&gt;
The only executable file in the download is an .exe file. .exe files don&#039;t work with dosbox and with X-com being a 16-bit program it doesn&#039;t work on 64-bit system either. Is there any way of getting this mod running on a 64-bit windows? Is there a workaround or am I just being stupid?&lt;br /&gt;
:The first paragraph of the main page of the article does say:&lt;br /&gt;
&lt;br /&gt;
 This program only works with the Windows version and will not work through DOSbox. &lt;br /&gt;
 Furthermore, a version compatible with DOS will not be created due to difference in memory management used.&lt;br /&gt;
&lt;br /&gt;
:Workaround - can you boot under a 32 bit Windows instead? [[User:Spike|Spike]] 18:27, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
i hope to be posting in the right section for this.. otherwise excuse me, please.&lt;br /&gt;
&lt;br /&gt;
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:&lt;br /&gt;
*1)editable starting soldiers attributes. &lt;br /&gt;
*2) editable HWP stats of chassis and their weapons.&lt;br /&gt;
*3) editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*4) editable fatal wound system.&lt;br /&gt;
*5) a critical hit chance system.&lt;br /&gt;
*6) option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Thanks for the suggestions. Most of these suggestion essentially are to incorporate mods that allow players to edit the various databases (like Seb did for OBDATA). This can be done but would require a lot of coding and since OpenXcom is nearly complete and seems to allow this level of control (and more!) over the game, I don&#039;t feel it&#039;s necessary to reinvent that wheel. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some ideas, if I may:&lt;br /&gt;
* An INI option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable.&lt;br /&gt;
* Rudimentary IFF recognition in proximity grenades, ie. it checks the unit ownership variable (the same one that gets flipped during mind control and used to cause the Hostile Civilians bug) of everyone who wanders into its sensor range and only explodes if it doesn&#039;t match the ownership of the unit that threw it. Naturally, it would be fooled by mind control and would also blow up civilians but it would minimize mine-related friendly fire...&lt;br /&gt;
** ...which makes me wonder: if a proxy kills a friendly unit, does it count as friendly fire caused by the guy who planted the proxy? If not, would you make it so, just for the hell of it?&lt;br /&gt;
* Depending on the aliens&#039; intelligence stat, they can deliberately blast away cover with autofire if they saw any of your soldiers taking cover behind it. They already sort-of do this with grenades but not with other weapons.&lt;br /&gt;
* Aliens actively using [[Scouting#Scout/Sniper Tactics|sniper-spotter tactics]], taking the high ground whenever possible.&lt;br /&gt;
* X-Com bases only being able to be built within the borders of the Funding Nations.&lt;br /&gt;
* Invasion Mod&lt;br /&gt;
** If any UFO passes within a certain distance to a base without a Mind Shield, the base is immediately discovered. It doesn&#039;t matter what mission it is on, not having a Mind Shield means instant detection. Accordingly, later retaliation missions do NOT send scouts but go for the battleship immediately. The outcome depends on what kind of defenses the base has:&lt;br /&gt;
*** No Grav Shield - Battleship gets through defensive fire: Base Defense mission. If the attack is repulsed, the aliens send another battleship next month.&lt;br /&gt;
*** No Grav Shield - Battleship shot down by defensive fire: the aliens send another battleship next month.&lt;br /&gt;
*** Grav Shield - Battleship gets through defensive fire: the battleship finds itself unable to land so it simply blasts the base into ashes. Entire base and all its contents are lost, no Base Defense mission possible.&lt;br /&gt;
*** Grav Shield - Battleship shot down by defensive fire: aliens decide the base is too heavily fortified and back down. Retaliation mission ends (until X-Com provokes another one, that is).&lt;br /&gt;
** Countries with an alien base sitting on their soil for more than a month are automatically infiltrated.&lt;br /&gt;
** Aliens deliberately targeting the country with the lowest X-Com activity with infiltration instead of choosing randomly.&lt;br /&gt;
** More severe consequences for alien infiltration: if a country signs a pact, X-Com is banned from that country.&lt;br /&gt;
*** All X-Com assets (bases, craft, personnel, items in storage) within the country&#039;s borders are automatically and permanently confiscated at the turn of the month the pact is made.&lt;br /&gt;
*** X-Com operations inside that country suffer a massive score penalty as they&#039;re technically violating the country&#039;s borders and airspace, causing international tension between the country (who feel the Council does not respect the charter that allows countries to withdraw from the project) and the Council (who never agreed to withdrawing X-Com&#039;s services from quitter countries in the first place).&lt;br /&gt;
** No matter how well the player actually performs, funding WILL keep dropping in the long-term as the sponsors become dissatisfied with X-Com. In fact, funding from all nations will eventually drop into the negative as the sponsors try to pressure X-Com into disbanding (well, that and ongoing rumors of X-Com self-financing through arms dealing causing them to try and get their share of the profits).&lt;br /&gt;
Hope this sounds interesting.--[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Tarvis&#039; Suggestions===&lt;br /&gt;
12/24/12&lt;br /&gt;
&lt;br /&gt;
I have to say, the UFO Extender is a great leg up from the DOS version! The stats on loadout screen is my favorite feature. I only have a couple minor gripes/observations, and some of them don&#039;t necessarily apply to UFO Extender:&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*Geoscape dialog animation speed (window opening animation) is very slow compared to the rest of the game. If I lock the game to 30FPS then the Geoscape and Battlescape animations are perfect, but windows in Geoscape take about a second each to open. Perhaps an option could be added to change the window animation speed?&lt;br /&gt;
::&#039;&#039;This is a direct result of having the FPS too low.&#039;&#039;&lt;br /&gt;
*It would be great if a fullscreen resolution option was added instead of forcing the desktop resolution. This would be useful because I think XCOM looks best when scaled partly by nearest neighbor, and partly bilinearly. If I could set the game resolution to 640x400, I could get the exact same effect I want, but right now the only way to do that is to disable D3D which does not sit well with Win7.&lt;br /&gt;
**Another alternative is to add more scaling methods: nearest (current), bilinear, Half n&#039; Half (First pixel-doubled to 640x400 and then scaled from there with bilinear), HQ4X and more&lt;br /&gt;
::&#039;&#039;Unless someone with experience in this were to help, I don&#039;t have the experience to do this presently.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::&#039;&#039;Version 1.3 incorporates Tarvis&#039; scaler option.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*On Windows 7 it seems that the D3D Window Position width and height options correspond to the entire window with borders and not the actual game screen area. Is this an oversight or is this the intended behavior?&lt;br /&gt;
::&#039;&#039;Seb&#039;s code only applied the size to the overall window and applied the clip cursor feature to it.  His code didn&#039;t take into account that windows border could be different thicknesses.  I was able to improve the application of the clip cursor function to resolved the border thickness issues but it requires a deeper understanding of Windows to make the Extender create a window that has the outside dimensions necessary to allow the playable area to be that specified by the player. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
*The mouse can leave the screen in full-screen mode in dual-monitor setups, but only if D3D is enabled. Also, turning off mouse scaling (providing the best mouse speed) means the mouse can also go lower and to the right of the game. Perhaps the mouse-clipping modes used in the windowed mode could be applied to fix this?&lt;br /&gt;
::&#039;&#039;Scale mouse was created to fix the issue that mouse-clipping can&#039;t be used in full-screen mode.&#039;&#039;&lt;br /&gt;
:::This does fix the mouse going too far down &amp;amp; right in-game, but even with mouse-clipping on it still leaves the game and still goes to the other monitor. -Tarvis&lt;br /&gt;
:::&#039;&#039;Oops! My mistake (I&#039;ve been working with TFTD for so long I just defaulted to that program). Try this string: 68 CC F2 02 10 6A 00 68 04 F3 02 10 68 14 F3 02 10 FF 15 10 F0 02 10 85 C0 0F 84 90 00 00 00. Use a hex editor. Search the Patcher.dll file for the string and change all the bytes to 90. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::Works great, in battlescape and geoscape! Thanks a bunch. Just for the record, it doesn&#039;t work in Geoscape with mouse scaling off, but that should be turned on when the game is fullscreen anyhow.&lt;br /&gt;
:::&#039;&#039;Great!  That tells me enough that I know what to change to resolve that problem.  Thanks for your feedback!-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I tested it in the new patch, and just realize it can still leave the window in the main menu.&lt;br /&gt;
:::&#039;&#039;That is intentional. Last chance to resize the window or access the sound mixer to adjust volume before starting a game.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I see. I&#039;ve finished the scaler/resolution features and I want to add them to the most recent version.&lt;br /&gt;
:::&#039;&#039;I guess you could zip up the new cpp files, upload them to the site, and then add a link to it on your user page. I&#039;ll then be able to put them into an offical release. Does that sound OK?- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
The following is definitely wishful thinking, but would be wonderful if it could be done:&lt;br /&gt;
*Replace MCI MP3 handling with DirectX calls. This would make codec issues that cause crashes much less unpredictable.&lt;br /&gt;
::Not sure if you saw this or not, but someone on [http://www.xcomufo.com/forums/index.php?showtopic=242035284#entry191604 the forums] made a patch to use BASS.dll for music instead of MCI. - [[User:Tarvis|Tarvis]]&lt;br /&gt;
:::&#039;&#039;Thanks for the information.  I played around with it and it works. Niklata, the creator, did a great job. I&#039;ve already incorporated the changes into the music.cpp file -[[User:Morgan525|Tycho]] 23:25, 29 December 2012 (EST)&#039;&#039;&lt;br /&gt;
**I would like this mainly because MP3 playing works fine on my Windows 7 64 bit machine but not at all on my Windows 7 32 bit machine, and I can&#039;t figure out why. Both are configured to use the Windows default MPEG splitter and MP3 DMO Decoder, yet using MP3s crashes on the 32 bit machine every time.&lt;br /&gt;
::&#039;&#039;Check out the reference on the TFTD Extender page about problem with playing MP3s.&#039;&#039;&lt;br /&gt;
::I&#039;ve tried all that and couldn&#039;t get it to work, but I&#039;m able to use AbraM&#039;s FMOD patch for UFO Defense.exe with UFO Extender just fine so that&#039;ll work. I wonder though, if I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Geoscape Speed Mod causes problems with UFO missions==&lt;br /&gt;
&#039;&#039;&#039;I tried to compare the game played with this speed settings on and off and I have noticed that there are less detections of UFOs with the settings on then with off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;version 1.3 fixes the problem with alien missions and the Geoscape Clock mod.  I&#039;ve also added a second option to emulate Mok&#039;s method for those that prefer it.  Mok&#039;s method will produce a &#039;step&#039; effect to the animations on the Geoscape at higher time rates. -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Hot Grenades and Aliens Bleeding bugs ==&lt;br /&gt;
If you have Hot Grenades enabled, prime a grenade and end turn without throwing it, the item to explode won&#039;t necessarily be the primed grenade. I had my equipment in Skyranger explode while priming grenades in the field.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Seb&#039;s mod was just a quick omitting of the check to see if the grenade was being held to check if the timer limit had been reached.  The problem here is that the location of the item is not updated until thrown or dropped, so the location where to center the explosion was usually where the grenade was picked up (in the craft).  I have altered the idea of hot grenades to be like most grenades which have a short fuse that is lit when the grenade&#039;s safety is sprung and the grenade tossed. Hot Grenades mod now means that only the High Explosive will prompt a timer. All other grenades will just armed and will explode on impact at their destination. They will not explode as long as the soldier holds them to reflect that the safety mechanism is still in place. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Random crashes on W7 64bit (but possibly all systems) ==&lt;br /&gt;
&lt;br /&gt;
I have random crashes of the game in the base deffense mission.&lt;br /&gt;
The addresses I have noticed are: &lt;br /&gt;
00422483 mov cl,[eax] (same problem - it looks that eax maybe 0) and (I am not sure) (00402CDE) lea ecx,[eax][eax]*4[004] &lt;br /&gt;
:&#039;&#039;These are related to the &#039;game crashes when an alien tries to attack a base feature&#039;. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I was trying to find the reason for the crash, as I was playing the mission with Etherals again and it has crashed again but at address 0x4A2CBE with error 0xC0000005 trying to access 0x00000000.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; The game would crash as described above whenever a unit would drop an item from Panic and the clip weight mod attempted to locate the clip in the weapon dropped. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All fixed in v1.30&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clip cursor behavior ===&lt;br /&gt;
I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet.&lt;br /&gt;
Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
&lt;br /&gt;
:In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v1.30 implements the clip cursor on all screens in Full Screen mode.  For Windowed mode, cursor clipping is implemented once a game starts, at the earliest, or whenever the battlescape starts, depending on the option selected, by design. It is still possible to break the cursor clipping, if one intentionally tries. -[[User:Morgan525|Tycho]] 00:25, 23 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I observed that the battlescape can completely lose mouse clipping for that session if the game window loses focus due to things like an overzealous ESET firewall&#039;s always-on-top window asking every fucking hour whether Adobe Flash Player&#039;s updater is allowed internet access. The game automatically regains clipping at the start of the next battlescape session but it&#039;s still very annoying.--[[User:Amitakartok|amitakartok]] 17:18, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Graphical small distortion ===&lt;br /&gt;
Load of the saved game to geoscape or load geoscape after mission end causing small graphical distortion of the first screenline of the Terror message and other e.g. Build facility window choose. Can you fix it? It is not caused of the extender, it does the UFO Collectors Edition all versions to me even without extender. I also tried older extended UFO CE ET version and it also happenings in CE ET version even as it uses DirectDraw instead of D3D. I will make you screenshot if you will need them.&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This sounds like a problem with your graphics card driver.  You might try upgrading the drivers or adjusting the hardware acceleration of your card. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement speed ==&lt;br /&gt;
Hi Tycho,&lt;br /&gt;
could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:This is a direct result of the game running fast on modern computers. Unfortunately I don&#039;t think there&#039;s anything that can be done about this without overhauling how the framerate limiter works, since the FPS limiting method only adds delays to calls to update the screen, which only some of the game timers wait on, and isn&#039;t called during the HIDDEN MOVEMENT screen. You could try lowering the game&#039;s processor priority, because that will have the most impact on overall game speed.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
I believe that if Tycho is able to slow down all the animations correctly he will be able to call that slows also for the logic in hidden movement then :) Or - yes - limit frame rate when in hidden movement will maybe solve that problem.. Now to me the screen is only flashing if something is happening, so you can not recognize what was happened and where..&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest right now: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
:Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;If it&#039;s just the time for units dying is too fast, I could write a time delay to occur after a unit&#039;s death scream on the alien turn.  This wouldn&#039;t affect the alien turn code but rather the code that handles a unit taking damage and being killed. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tank issues ==&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;br /&gt;
:Not long after writing the above, I had a tank panic (not berserk)... and the game didn&#039;t crash. Weird.--[[User:Amitakartok|amitakartok]] 19:59, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Known_Bugs#Berserk_HWP_crashes_the_game]]. I may have a fix for this: change the code to prevent the Berzerk option from being assigned to units with a turret weapon (Probably a little more relevant to TFTD). - [[User:Morgan525|Tycho]] 23:02, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know about the bug; the problem here is that this site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
* Nowhere does the Improved Laser Tank&#039;s readme description states that the tank&#039;s cannon has to be manufactured separately. Also, doesn&#039;t really make sense: the same weapon can pierce UFO hulls when mounted on aircraft but cannot when mounted on a tank? I know the aircraft is bigger but I don&#039;t think it has a bigger power source; it&#039;d be too heavy.&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45152</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45152"/>
		<updated>2013-03-16T23:59:39Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Berserk tank crashes the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
&#039;&#039;Someone on Steam developed a good method to help isolate and resolve codec conflicts that keep Extender from playing MP3s.  See [[TFTDextender#FAQs| TFTDextender FAQs]]&lt;br /&gt;
&lt;br /&gt;
:The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).---Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 uses BASS to play mp3s. Hopefully this will fix all the decoder related errors and crashes. [[User:Morgan525|Tycho]] 22:59, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just checked, BASS is working. Now I have another question: are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which file to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video Problems ==&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XCOM Crashed at 0x45E6A5 with error ...&amp;quot;===&lt;br /&gt;
Usually this occurs with the split exe that you get after installing XcomUtil.  One part that gets altered conflicts with the Extender&#039;s option to skip the intro.  Disabling this option will stop the error.&lt;br /&gt;
&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 now includes an option in the INI to allow the player to set the level of delay to adjust all timing and animation function in the battlescape.-[[User:Morgan525|Tycho]] 23:01, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
Thanks, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No DosBox ==&lt;br /&gt;
&lt;br /&gt;
The only executable file in the download is an .exe file. .exe files don&#039;t work with dosbox and with X-com being a 16-bit program it doesn&#039;t work on 64-bit system either. Is there any way of getting this mod running on a 64-bit windows? Is there a workaround or am I just being stupid?&lt;br /&gt;
:The first paragraph of the main page of the article does say:&lt;br /&gt;
&lt;br /&gt;
 This program only works with the Windows version and will not work through DOSbox. &lt;br /&gt;
 Furthermore, a version compatible with DOS will not be created due to difference in memory management used.&lt;br /&gt;
&lt;br /&gt;
:Workaround - can you boot under a 32 bit Windows instead? [[User:Spike|Spike]] 18:27, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
i hope to be posting in the right section for this.. otherwise excuse me, please.&lt;br /&gt;
&lt;br /&gt;
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:&lt;br /&gt;
*1)editable starting soldiers attributes. &lt;br /&gt;
*2) editable HWP stats of chassis and their weapons.&lt;br /&gt;
*3) editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*4) editable fatal wound system.&lt;br /&gt;
*5) a critical hit chance system.&lt;br /&gt;
*6) option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Thanks for the suggestions. Most of these suggestion essentially are to incorporate mods that allow players to edit the various databases (like Seb did for OBDATA). This can be done but would require a lot of coding and since OpenXcom is nearly complete and seems to allow this level of control (and more!) over the game, I don&#039;t feel it&#039;s necessary to reinvent that wheel. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some ideas, if I may:&lt;br /&gt;
* An INI option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable.&lt;br /&gt;
* Rudimentary IFF recognition in proximity grenades, ie. it checks the unit ownership variable (the same one that gets flipped during mind control and used to cause the Hostile Civilians bug) of everyone who wanders into its sensor range and only explodes if it doesn&#039;t match the ownership of the unit that threw it. Naturally, it would be fooled by mind control and would also blow up civilians but it would minimize mine-related friendly fire...&lt;br /&gt;
** ...which makes me wonder: if a proxy kills a friendly unit, does it count as friendly fire caused by the guy who planted the proxy? If not, would you make it so, just for the hell of it?&lt;br /&gt;
* Depending on the aliens&#039; intelligence stat, they can deliberately blast away cover with autofire if they saw any of your soldiers taking cover behind it. They already sort-of do this with grenades but not with other weapons.&lt;br /&gt;
* Aliens actively using [[Scouting#Scout/Sniper Tactics|sniper-spotter tactics]], taking the high ground whenever possible.&lt;br /&gt;
* X-Com bases only being able to be built within the borders of the Funding Nations.&lt;br /&gt;
* Invasion Mod&lt;br /&gt;
** If any UFO passes within a certain distance to a base without a Mind Shield, the base is immediately discovered. It doesn&#039;t matter what mission it is on, not having a Mind Shield means instant detection. Accordingly, later retaliation missions do NOT send scouts but go for the battleship immediately. The outcome depends on what kind of defenses the base has:&lt;br /&gt;
*** No Grav Shield - Battleship gets through defensive fire: Base Defense mission. If the attack is repulsed, the aliens send another battleship next month.&lt;br /&gt;
*** No Grav Shield - Battleship shot down by defensive fire: the aliens send another battleship next month.&lt;br /&gt;
*** Grav Shield - Battleship gets through defensive fire: the battleship finds itself unable to land so it simply blasts the base into ashes. Entire base and all its contents are lost, no Base Defense mission possible.&lt;br /&gt;
*** Grav Shield - Battleship shot down by defensive fire: aliens decide the base is too heavily fortified and back down. Retaliation mission ends (until X-Com provokes another one, that is).&lt;br /&gt;
** Countries with an alien base sitting on their soil for more than a month are automatically infiltrated.&lt;br /&gt;
** Aliens deliberately targeting the country with the lowest X-Com activity with infiltration instead of choosing randomly.&lt;br /&gt;
** More severe consequences for alien infiltration: if a country signs a pact, X-Com is banned from that country.&lt;br /&gt;
*** All X-Com assets (bases, craft, personnel, items in storage) within the country&#039;s borders are automatically and permanently confiscated at the turn of the month the pact is made.&lt;br /&gt;
*** X-Com operations inside that country suffer a massive score penalty as they&#039;re technically violating the country&#039;s borders and airspace, causing international tension between the country (who feel the Council does not respect the charter that allows countries to withdraw from the project) and the Council (who never agreed to withdrawing X-Com&#039;s services from quitter countries in the first place).&lt;br /&gt;
** No matter how well the player actually performs, funding WILL keep dropping in the long-term as the sponsors become dissatisfied with X-Com. In fact, funding from all nations will eventually drop into the negative as the sponsors try to pressure X-Com into disbanding (well, that and ongoing rumors of X-Com self-financing through arms dealing causing them to try and get their share of the profits).&lt;br /&gt;
Hope this sounds interesting.--[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Tarvis&#039; Suggestions===&lt;br /&gt;
12/24/12&lt;br /&gt;
&lt;br /&gt;
I have to say, the UFO Extender is a great leg up from the DOS version! The stats on loadout screen is my favorite feature. I only have a couple minor gripes/observations, and some of them don&#039;t necessarily apply to UFO Extender:&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*Geoscape dialog animation speed (window opening animation) is very slow compared to the rest of the game. If I lock the game to 30FPS then the Geoscape and Battlescape animations are perfect, but windows in Geoscape take about a second each to open. Perhaps an option could be added to change the window animation speed?&lt;br /&gt;
::&#039;&#039;This is a direct result of having the FPS too low.&#039;&#039;&lt;br /&gt;
*It would be great if a fullscreen resolution option was added instead of forcing the desktop resolution. This would be useful because I think XCOM looks best when scaled partly by nearest neighbor, and partly bilinearly. If I could set the game resolution to 640x400, I could get the exact same effect I want, but right now the only way to do that is to disable D3D which does not sit well with Win7.&lt;br /&gt;
**Another alternative is to add more scaling methods: nearest (current), bilinear, Half n&#039; Half (First pixel-doubled to 640x400 and then scaled from there with bilinear), HQ4X and more&lt;br /&gt;
::&#039;&#039;Unless someone with experience in this were to help, I don&#039;t have the experience to do this presently.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::&#039;&#039;Version 1.3 incorporates Tarvis&#039; scaler option.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*On Windows 7 it seems that the D3D Window Position width and height options correspond to the entire window with borders and not the actual game screen area. Is this an oversight or is this the intended behavior?&lt;br /&gt;
::&#039;&#039;Seb&#039;s code only applied the size to the overall window and applied the clip cursor feature to it.  His code didn&#039;t take into account that windows border could be different thicknesses.  I was able to improve the application of the clip cursor function to resolved the border thickness issues but it requires a deeper understanding of Windows to make the Extender create a window that has the outside dimensions necessary to allow the playable area to be that specified by the player. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
*The mouse can leave the screen in full-screen mode in dual-monitor setups, but only if D3D is enabled. Also, turning off mouse scaling (providing the best mouse speed) means the mouse can also go lower and to the right of the game. Perhaps the mouse-clipping modes used in the windowed mode could be applied to fix this?&lt;br /&gt;
::&#039;&#039;Scale mouse was created to fix the issue that mouse-clipping can&#039;t be used in full-screen mode.&#039;&#039;&lt;br /&gt;
:::This does fix the mouse going too far down &amp;amp; right in-game, but even with mouse-clipping on it still leaves the game and still goes to the other monitor. -Tarvis&lt;br /&gt;
:::&#039;&#039;Oops! My mistake (I&#039;ve been working with TFTD for so long I just defaulted to that program). Try this string: 68 CC F2 02 10 6A 00 68 04 F3 02 10 68 14 F3 02 10 FF 15 10 F0 02 10 85 C0 0F 84 90 00 00 00. Use a hex editor. Search the Patcher.dll file for the string and change all the bytes to 90. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::Works great, in battlescape and geoscape! Thanks a bunch. Just for the record, it doesn&#039;t work in Geoscape with mouse scaling off, but that should be turned on when the game is fullscreen anyhow.&lt;br /&gt;
:::&#039;&#039;Great!  That tells me enough that I know what to change to resolve that problem.  Thanks for your feedback!-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I tested it in the new patch, and just realize it can still leave the window in the main menu.&lt;br /&gt;
:::&#039;&#039;That is intentional. Last chance to resize the window or access the sound mixer to adjust volume before starting a game.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I see. I&#039;ve finished the scaler/resolution features and I want to add them to the most recent version.&lt;br /&gt;
:::&#039;&#039;I guess you could zip up the new cpp files, upload them to the site, and then add a link to it on your user page. I&#039;ll then be able to put them into an offical release. Does that sound OK?- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
The following is definitely wishful thinking, but would be wonderful if it could be done:&lt;br /&gt;
*Replace MCI MP3 handling with DirectX calls. This would make codec issues that cause crashes much less unpredictable.&lt;br /&gt;
::Not sure if you saw this or not, but someone on [http://www.xcomufo.com/forums/index.php?showtopic=242035284#entry191604 the forums] made a patch to use BASS.dll for music instead of MCI. - [[User:Tarvis|Tarvis]]&lt;br /&gt;
:::&#039;&#039;Thanks for the information.  I played around with it and it works. Niklata, the creator, did a great job. I&#039;ve already incorporated the changes into the music.cpp file -[[User:Morgan525|Tycho]] 23:25, 29 December 2012 (EST)&#039;&#039;&lt;br /&gt;
**I would like this mainly because MP3 playing works fine on my Windows 7 64 bit machine but not at all on my Windows 7 32 bit machine, and I can&#039;t figure out why. Both are configured to use the Windows default MPEG splitter and MP3 DMO Decoder, yet using MP3s crashes on the 32 bit machine every time.&lt;br /&gt;
::&#039;&#039;Check out the reference on the TFTD Extender page about problem with playing MP3s.&#039;&#039;&lt;br /&gt;
::I&#039;ve tried all that and couldn&#039;t get it to work, but I&#039;m able to use AbraM&#039;s FMOD patch for UFO Defense.exe with UFO Extender just fine so that&#039;ll work. I wonder though, if I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Geoscape Speed Mod causes problems with UFO missions==&lt;br /&gt;
&#039;&#039;&#039;I tried to compare the game played with this speed settings on and off and I have noticed that there are less detections of UFOs with the settings on then with off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;version 1.3 fixes the problem with alien missions and the Geoscape Clock mod.  I&#039;ve also added a second option to emulate Mok&#039;s method for those that prefer it.  Mok&#039;s method will produce a &#039;step&#039; effect to the animations on the Geoscape at higher time rates. -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Hot Grenades and Aliens Bleeding bugs ==&lt;br /&gt;
If you have Hot Grenades enabled, prime a grenade and end turn without throwing it, the item to explode won&#039;t necessarily be the primed grenade. I had my equipment in Skyranger explode while priming grenades in the field.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Seb&#039;s mod was just a quick omitting of the check to see if the grenade was being held to check if the timer limit had been reached.  The problem here is that the location of the item is not updated until thrown or dropped, so the location where to center the explosion was usually where the grenade was picked up (in the craft).  I have altered the idea of hot grenades to be like most grenades which have a short fuse that is lit when the grenade&#039;s safety is sprung and the grenade tossed. Hot Grenades mod now means that only the High Explosive will prompt a timer. All other grenades will just armed and will explode on impact at their destination. They will not explode as long as the soldier holds them to reflect that the safety mechanism is still in place. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Random crashes on W7 64bit (but possibly all systems) ==&lt;br /&gt;
&lt;br /&gt;
I have random crashes of the game in the base deffense mission.&lt;br /&gt;
The addresses I have noticed are: &lt;br /&gt;
00422483 mov cl,[eax] (same problem - it looks that eax maybe 0) and (I am not sure) (00402CDE) lea ecx,[eax][eax]*4[004] &lt;br /&gt;
:&#039;&#039;These are related to the &#039;game crashes when an alien tries to attack a base feature&#039;. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I was trying to find the reason for the crash, as I was playing the mission with Etherals again and it has crashed again but at address 0x4A2CBE with error 0xC0000005 trying to access 0x00000000.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; The game would crash as described above whenever a unit would drop an item from Panic and the clip weight mod attempted to locate the clip in the weapon dropped. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All fixed in v1.30&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clip cursor behavior ===&lt;br /&gt;
I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet.&lt;br /&gt;
Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
&lt;br /&gt;
:In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v1.30 implements the clip cursor on all screens in Full Screen mode.  For Windowed mode, cursor clipping is implemented once a game starts, at the earliest, or whenever the battlescape starts, depending on the option selected, by design. It is still possible to break the cursor clipping, if one intentionally tries. -[[User:Morgan525|Tycho]] 00:25, 23 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I observed that the battlescape can completely lose mouse clipping for that session if the game window loses focus due to things like an overzealous ESET firewall&#039;s always-on-top window asking every fucking hour whether Adobe Flash Player&#039;s updater is allowed internet access. The game automatically regains clipping at the start of the next battlescape session but it&#039;s still very annoying.--[[User:Amitakartok|amitakartok]] 17:18, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Graphical small distortion ===&lt;br /&gt;
Load of the saved game to geoscape or load geoscape after mission end causing small graphical distortion of the first screenline of the Terror message and other e.g. Build facility window choose. Can you fix it? It is not caused of the extender, it does the UFO Collectors Edition all versions to me even without extender. I also tried older extended UFO CE ET version and it also happenings in CE ET version even as it uses DirectDraw instead of D3D. I will make you screenshot if you will need them.&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This sounds like a problem with your graphics card driver.  You might try upgrading the drivers or adjusting the hardware acceleration of your card. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement speed ==&lt;br /&gt;
Hi Tycho,&lt;br /&gt;
could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:This is a direct result of the game running fast on modern computers. Unfortunately I don&#039;t think there&#039;s anything that can be done about this without overhauling how the framerate limiter works, since the FPS limiting method only adds delays to calls to update the screen, which only some of the game timers wait on, and isn&#039;t called during the HIDDEN MOVEMENT screen. You could try lowering the game&#039;s processor priority, because that will have the most impact on overall game speed.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
I believe that if Tycho is able to slow down all the animations correctly he will be able to call that slows also for the logic in hidden movement then :) Or - yes - limit frame rate when in hidden movement will maybe solve that problem.. Now to me the screen is only flashing if something is happening, so you can not recognize what was happened and where..&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest right now: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
:Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;If it&#039;s just the time for units dying is too fast, I could write a time delay to occur after a unit&#039;s death scream on the alien turn.  This wouldn&#039;t affect the alien turn code but rather the code that handles a unit taking damage and being killed. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Berserk tank crashes the game ==&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;br /&gt;
:Not long after writing the above, I had a tank panic (not berserk)... and the game didn&#039;t crash. Weird.--[[User:Amitakartok|amitakartok]] 19:59, 16 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45151</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45151"/>
		<updated>2013-03-16T21:18:57Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Clip cursor behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
&#039;&#039;Someone on Steam developed a good method to help isolate and resolve codec conflicts that keep Extender from playing MP3s.  See [[TFTDextender#FAQs| TFTDextender FAQs]]&lt;br /&gt;
&lt;br /&gt;
:The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).---Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 uses BASS to play mp3s. Hopefully this will fix all the decoder related errors and crashes. [[User:Morgan525|Tycho]] 22:59, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just checked, BASS is working. Now I have another question: are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which file to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video Problems ==&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XCOM Crashed at 0x45E6A5 with error ...&amp;quot;===&lt;br /&gt;
Usually this occurs with the split exe that you get after installing XcomUtil.  One part that gets altered conflicts with the Extender&#039;s option to skip the intro.  Disabling this option will stop the error.&lt;br /&gt;
&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 now includes an option in the INI to allow the player to set the level of delay to adjust all timing and animation function in the battlescape.-[[User:Morgan525|Tycho]] 23:01, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
Thanks, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No DosBox ==&lt;br /&gt;
&lt;br /&gt;
The only executable file in the download is an .exe file. .exe files don&#039;t work with dosbox and with X-com being a 16-bit program it doesn&#039;t work on 64-bit system either. Is there any way of getting this mod running on a 64-bit windows? Is there a workaround or am I just being stupid?&lt;br /&gt;
:The first paragraph of the main page of the article does say:&lt;br /&gt;
&lt;br /&gt;
 This program only works with the Windows version and will not work through DOSbox. &lt;br /&gt;
 Furthermore, a version compatible with DOS will not be created due to difference in memory management used.&lt;br /&gt;
&lt;br /&gt;
:Workaround - can you boot under a 32 bit Windows instead? [[User:Spike|Spike]] 18:27, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
i hope to be posting in the right section for this.. otherwise excuse me, please.&lt;br /&gt;
&lt;br /&gt;
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:&lt;br /&gt;
*1)editable starting soldiers attributes. &lt;br /&gt;
*2) editable HWP stats of chassis and their weapons.&lt;br /&gt;
*3) editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*4) editable fatal wound system.&lt;br /&gt;
*5) a critical hit chance system.&lt;br /&gt;
*6) option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Thanks for the suggestions. Most of these suggestion essentially are to incorporate mods that allow players to edit the various databases (like Seb did for OBDATA). This can be done but would require a lot of coding and since OpenXcom is nearly complete and seems to allow this level of control (and more!) over the game, I don&#039;t feel it&#039;s necessary to reinvent that wheel. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some ideas, if I may:&lt;br /&gt;
* An INI option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable.&lt;br /&gt;
* Rudimentary IFF recognition in proximity grenades, ie. it checks the unit ownership variable (the same one that gets flipped during mind control and used to cause the Hostile Civilians bug) of everyone who wanders into its sensor range and only explodes if it doesn&#039;t match the ownership of the unit that threw it. Naturally, it would be fooled by mind control and would also blow up civilians but it would minimize mine-related friendly fire...&lt;br /&gt;
** ...which makes me wonder: if a proxy kills a friendly unit, does it count as friendly fire caused by the guy who planted the proxy? If not, would you make it so, just for the hell of it?&lt;br /&gt;
* Depending on the aliens&#039; intelligence stat, they can deliberately blast away cover with autofire if they saw any of your soldiers taking cover behind it. They already sort-of do this with grenades but not with other weapons.&lt;br /&gt;
* Aliens actively using [[Scouting#Scout/Sniper Tactics|sniper-spotter tactics]], taking the high ground whenever possible.&lt;br /&gt;
* X-Com bases only being able to be built within the borders of the Funding Nations.&lt;br /&gt;
* Invasion Mod&lt;br /&gt;
** If any UFO passes within a certain distance to a base without a Mind Shield, the base is immediately discovered. It doesn&#039;t matter what mission it is on, not having a Mind Shield means instant detection. Accordingly, later retaliation missions do NOT send scouts but go for the battleship immediately. The outcome depends on what kind of defenses the base has:&lt;br /&gt;
*** No Grav Shield - Battleship gets through defensive fire: Base Defense mission. If the attack is repulsed, the aliens send another battleship next month.&lt;br /&gt;
*** No Grav Shield - Battleship shot down by defensive fire: the aliens send another battleship next month.&lt;br /&gt;
*** Grav Shield - Battleship gets through defensive fire: the battleship finds itself unable to land so it simply blasts the base into ashes. Entire base and all its contents are lost, no Base Defense mission possible.&lt;br /&gt;
*** Grav Shield - Battleship shot down by defensive fire: aliens decide the base is too heavily fortified and back down. Retaliation mission ends (until X-Com provokes another one, that is).&lt;br /&gt;
** Countries with an alien base sitting on their soil for more than a month are automatically infiltrated.&lt;br /&gt;
** Aliens deliberately targeting the country with the lowest X-Com activity with infiltration instead of choosing randomly.&lt;br /&gt;
** More severe consequences for alien infiltration: if a country signs a pact, X-Com is banned from that country.&lt;br /&gt;
*** All X-Com assets (bases, craft, personnel, items in storage) within the country&#039;s borders are automatically and permanently confiscated at the turn of the month the pact is made.&lt;br /&gt;
*** X-Com operations inside that country suffer a massive score penalty as they&#039;re technically violating the country&#039;s borders and airspace, causing international tension between the country (who feel the Council does not respect the charter that allows countries to withdraw from the project) and the Council (who never agreed to withdrawing X-Com&#039;s services from quitter countries in the first place).&lt;br /&gt;
** No matter how well the player actually performs, funding WILL keep dropping in the long-term as the sponsors become dissatisfied with X-Com. In fact, funding from all nations will eventually drop into the negative as the sponsors try to pressure X-Com into disbanding (well, that and ongoing rumors of X-Com self-financing through arms dealing causing them to try and get their share of the profits).&lt;br /&gt;
Hope this sounds interesting.--[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Tarvis&#039; Suggestions===&lt;br /&gt;
12/24/12&lt;br /&gt;
&lt;br /&gt;
I have to say, the UFO Extender is a great leg up from the DOS version! The stats on loadout screen is my favorite feature. I only have a couple minor gripes/observations, and some of them don&#039;t necessarily apply to UFO Extender:&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*Geoscape dialog animation speed (window opening animation) is very slow compared to the rest of the game. If I lock the game to 30FPS then the Geoscape and Battlescape animations are perfect, but windows in Geoscape take about a second each to open. Perhaps an option could be added to change the window animation speed?&lt;br /&gt;
::&#039;&#039;This is a direct result of having the FPS too low.&#039;&#039;&lt;br /&gt;
*It would be great if a fullscreen resolution option was added instead of forcing the desktop resolution. This would be useful because I think XCOM looks best when scaled partly by nearest neighbor, and partly bilinearly. If I could set the game resolution to 640x400, I could get the exact same effect I want, but right now the only way to do that is to disable D3D which does not sit well with Win7.&lt;br /&gt;
**Another alternative is to add more scaling methods: nearest (current), bilinear, Half n&#039; Half (First pixel-doubled to 640x400 and then scaled from there with bilinear), HQ4X and more&lt;br /&gt;
::&#039;&#039;Unless someone with experience in this were to help, I don&#039;t have the experience to do this presently.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::&#039;&#039;Version 1.3 incorporates Tarvis&#039; scaler option.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*On Windows 7 it seems that the D3D Window Position width and height options correspond to the entire window with borders and not the actual game screen area. Is this an oversight or is this the intended behavior?&lt;br /&gt;
::&#039;&#039;Seb&#039;s code only applied the size to the overall window and applied the clip cursor feature to it.  His code didn&#039;t take into account that windows border could be different thicknesses.  I was able to improve the application of the clip cursor function to resolved the border thickness issues but it requires a deeper understanding of Windows to make the Extender create a window that has the outside dimensions necessary to allow the playable area to be that specified by the player. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
*The mouse can leave the screen in full-screen mode in dual-monitor setups, but only if D3D is enabled. Also, turning off mouse scaling (providing the best mouse speed) means the mouse can also go lower and to the right of the game. Perhaps the mouse-clipping modes used in the windowed mode could be applied to fix this?&lt;br /&gt;
::&#039;&#039;Scale mouse was created to fix the issue that mouse-clipping can&#039;t be used in full-screen mode.&#039;&#039;&lt;br /&gt;
:::This does fix the mouse going too far down &amp;amp; right in-game, but even with mouse-clipping on it still leaves the game and still goes to the other monitor. -Tarvis&lt;br /&gt;
:::&#039;&#039;Oops! My mistake (I&#039;ve been working with TFTD for so long I just defaulted to that program). Try this string: 68 CC F2 02 10 6A 00 68 04 F3 02 10 68 14 F3 02 10 FF 15 10 F0 02 10 85 C0 0F 84 90 00 00 00. Use a hex editor. Search the Patcher.dll file for the string and change all the bytes to 90. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::Works great, in battlescape and geoscape! Thanks a bunch. Just for the record, it doesn&#039;t work in Geoscape with mouse scaling off, but that should be turned on when the game is fullscreen anyhow.&lt;br /&gt;
:::&#039;&#039;Great!  That tells me enough that I know what to change to resolve that problem.  Thanks for your feedback!-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I tested it in the new patch, and just realize it can still leave the window in the main menu.&lt;br /&gt;
:::&#039;&#039;That is intentional. Last chance to resize the window or access the sound mixer to adjust volume before starting a game.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I see. I&#039;ve finished the scaler/resolution features and I want to add them to the most recent version.&lt;br /&gt;
:::&#039;&#039;I guess you could zip up the new cpp files, upload them to the site, and then add a link to it on your user page. I&#039;ll then be able to put them into an offical release. Does that sound OK?- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
The following is definitely wishful thinking, but would be wonderful if it could be done:&lt;br /&gt;
*Replace MCI MP3 handling with DirectX calls. This would make codec issues that cause crashes much less unpredictable.&lt;br /&gt;
::Not sure if you saw this or not, but someone on [http://www.xcomufo.com/forums/index.php?showtopic=242035284#entry191604 the forums] made a patch to use BASS.dll for music instead of MCI. - [[User:Tarvis|Tarvis]]&lt;br /&gt;
:::&#039;&#039;Thanks for the information.  I played around with it and it works. Niklata, the creator, did a great job. I&#039;ve already incorporated the changes into the music.cpp file -[[User:Morgan525|Tycho]] 23:25, 29 December 2012 (EST)&#039;&#039;&lt;br /&gt;
**I would like this mainly because MP3 playing works fine on my Windows 7 64 bit machine but not at all on my Windows 7 32 bit machine, and I can&#039;t figure out why. Both are configured to use the Windows default MPEG splitter and MP3 DMO Decoder, yet using MP3s crashes on the 32 bit machine every time.&lt;br /&gt;
::&#039;&#039;Check out the reference on the TFTD Extender page about problem with playing MP3s.&#039;&#039;&lt;br /&gt;
::I&#039;ve tried all that and couldn&#039;t get it to work, but I&#039;m able to use AbraM&#039;s FMOD patch for UFO Defense.exe with UFO Extender just fine so that&#039;ll work. I wonder though, if I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Geoscape Speed Mod causes problems with UFO missions==&lt;br /&gt;
&#039;&#039;&#039;I tried to compare the game played with this speed settings on and off and I have noticed that there are less detections of UFOs with the settings on then with off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;version 1.3 fixes the problem with alien missions and the Geoscape Clock mod.  I&#039;ve also added a second option to emulate Mok&#039;s method for those that prefer it.  Mok&#039;s method will produce a &#039;step&#039; effect to the animations on the Geoscape at higher time rates. -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Hot Grenades and Aliens Bleeding bugs ==&lt;br /&gt;
If you have Hot Grenades enabled, prime a grenade and end turn without throwing it, the item to explode won&#039;t necessarily be the primed grenade. I had my equipment in Skyranger explode while priming grenades in the field.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Seb&#039;s mod was just a quick omitting of the check to see if the grenade was being held to check if the timer limit had been reached.  The problem here is that the location of the item is not updated until thrown or dropped, so the location where to center the explosion was usually where the grenade was picked up (in the craft).  I have altered the idea of hot grenades to be like most grenades which have a short fuse that is lit when the grenade&#039;s safety is sprung and the grenade tossed. Hot Grenades mod now means that only the High Explosive will prompt a timer. All other grenades will just armed and will explode on impact at their destination. They will not explode as long as the soldier holds them to reflect that the safety mechanism is still in place. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Random crashes on W7 64bit (but possibly all systems) ==&lt;br /&gt;
&lt;br /&gt;
I have random crashes of the game in the base deffense mission.&lt;br /&gt;
The addresses I have noticed are: &lt;br /&gt;
00422483 mov cl,[eax] (same problem - it looks that eax maybe 0) and (I am not sure) (00402CDE) lea ecx,[eax][eax]*4[004] &lt;br /&gt;
:&#039;&#039;These are related to the &#039;game crashes when an alien tries to attack a base feature&#039;. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I was trying to find the reason for the crash, as I was playing the mission with Etherals again and it has crashed again but at address 0x4A2CBE with error 0xC0000005 trying to access 0x00000000.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; The game would crash as described above whenever a unit would drop an item from Panic and the clip weight mod attempted to locate the clip in the weapon dropped. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All fixed in v1.30&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clip cursor behavior ===&lt;br /&gt;
I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet.&lt;br /&gt;
Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
&lt;br /&gt;
:In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v1.30 implements the clip cursor on all screens in Full Screen mode.  For Windowed mode, cursor clipping is implemented once a game starts, at the earliest, or whenever the battlescape starts, depending on the option selected, by design. It is still possible to break the cursor clipping, if one intentionally tries. -[[User:Morgan525|Tycho]] 00:25, 23 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I observed that the battlescape can completely lose mouse clipping for that session if the game window loses focus due to things like an overzealous ESET firewall&#039;s always-on-top window asking every fucking hour whether Adobe Flash Player&#039;s updater is allowed internet access. The game automatically regains clipping at the start of the next battlescape session but it&#039;s still very annoying.--[[User:Amitakartok|amitakartok]] 17:18, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Graphical small distortion ===&lt;br /&gt;
Load of the saved game to geoscape or load geoscape after mission end causing small graphical distortion of the first screenline of the Terror message and other e.g. Build facility window choose. Can you fix it? It is not caused of the extender, it does the UFO Collectors Edition all versions to me even without extender. I also tried older extended UFO CE ET version and it also happenings in CE ET version even as it uses DirectDraw instead of D3D. I will make you screenshot if you will need them.&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This sounds like a problem with your graphics card driver.  You might try upgrading the drivers or adjusting the hardware acceleration of your card. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement speed ==&lt;br /&gt;
Hi Tycho,&lt;br /&gt;
could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:This is a direct result of the game running fast on modern computers. Unfortunately I don&#039;t think there&#039;s anything that can be done about this without overhauling how the framerate limiter works, since the FPS limiting method only adds delays to calls to update the screen, which only some of the game timers wait on, and isn&#039;t called during the HIDDEN MOVEMENT screen. You could try lowering the game&#039;s processor priority, because that will have the most impact on overall game speed.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
I believe that if Tycho is able to slow down all the animations correctly he will be able to call that slows also for the logic in hidden movement then :) Or - yes - limit frame rate when in hidden movement will maybe solve that problem.. Now to me the screen is only flashing if something is happening, so you can not recognize what was happened and where..&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest right now: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
:Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;If it&#039;s just the time for units dying is too fast, I could write a time delay to occur after a unit&#039;s death scream on the alien turn.  This wouldn&#039;t affect the alien turn code but rather the code that handles a unit taking damage and being killed. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Berserk tank crashes the game ==&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45150</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45150"/>
		<updated>2013-03-16T20:43:51Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
&#039;&#039;Someone on Steam developed a good method to help isolate and resolve codec conflicts that keep Extender from playing MP3s.  See [[TFTDextender#FAQs| TFTDextender FAQs]]&lt;br /&gt;
&lt;br /&gt;
:The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).---Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 uses BASS to play mp3s. Hopefully this will fix all the decoder related errors and crashes. [[User:Morgan525|Tycho]] 22:59, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just checked, BASS is working. Now I have another question: are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which file to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video Problems ==&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XCOM Crashed at 0x45E6A5 with error ...&amp;quot;===&lt;br /&gt;
Usually this occurs with the split exe that you get after installing XcomUtil.  One part that gets altered conflicts with the Extender&#039;s option to skip the intro.  Disabling this option will stop the error.&lt;br /&gt;
&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 now includes an option in the INI to allow the player to set the level of delay to adjust all timing and animation function in the battlescape.-[[User:Morgan525|Tycho]] 23:01, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
Thanks, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No DosBox ==&lt;br /&gt;
&lt;br /&gt;
The only executable file in the download is an .exe file. .exe files don&#039;t work with dosbox and with X-com being a 16-bit program it doesn&#039;t work on 64-bit system either. Is there any way of getting this mod running on a 64-bit windows? Is there a workaround or am I just being stupid?&lt;br /&gt;
:The first paragraph of the main page of the article does say:&lt;br /&gt;
&lt;br /&gt;
 This program only works with the Windows version and will not work through DOSbox. &lt;br /&gt;
 Furthermore, a version compatible with DOS will not be created due to difference in memory management used.&lt;br /&gt;
&lt;br /&gt;
:Workaround - can you boot under a 32 bit Windows instead? [[User:Spike|Spike]] 18:27, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
i hope to be posting in the right section for this.. otherwise excuse me, please.&lt;br /&gt;
&lt;br /&gt;
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:&lt;br /&gt;
*1)editable starting soldiers attributes. &lt;br /&gt;
*2) editable HWP stats of chassis and their weapons.&lt;br /&gt;
*3) editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*4) editable fatal wound system.&lt;br /&gt;
*5) a critical hit chance system.&lt;br /&gt;
*6) option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Thanks for the suggestions. Most of these suggestion essentially are to incorporate mods that allow players to edit the various databases (like Seb did for OBDATA). This can be done but would require a lot of coding and since OpenXcom is nearly complete and seems to allow this level of control (and more!) over the game, I don&#039;t feel it&#039;s necessary to reinvent that wheel. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some ideas, if I may:&lt;br /&gt;
* An INI option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable.&lt;br /&gt;
* Rudimentary IFF recognition in proximity grenades, ie. it checks the unit ownership variable (the same one that gets flipped during mind control and used to cause the Hostile Civilians bug) of everyone who wanders into its sensor range and only explodes if it doesn&#039;t match the ownership of the unit that threw it. Naturally, it would be fooled by mind control and would also blow up civilians but it would minimize mine-related friendly fire...&lt;br /&gt;
** ...which makes me wonder: if a proxy kills a friendly unit, does it count as friendly fire caused by the guy who planted the proxy? If not, would you make it so, just for the hell of it?&lt;br /&gt;
* Depending on the aliens&#039; intelligence stat, they can deliberately blast away cover with autofire if they saw any of your soldiers taking cover behind it. They already sort-of do this with grenades but not with other weapons.&lt;br /&gt;
* Aliens actively using [[Scouting#Scout/Sniper Tactics|sniper-spotter tactics]], taking the high ground whenever possible.&lt;br /&gt;
* X-Com bases only being able to be built within the borders of the Funding Nations.&lt;br /&gt;
* Invasion Mod&lt;br /&gt;
** If any UFO passes within a certain distance to a base without a Mind Shield, the base is immediately discovered. It doesn&#039;t matter what mission it is on, not having a Mind Shield means instant detection. Accordingly, later retaliation missions do NOT send scouts but go for the battleship immediately. The outcome depends on what kind of defenses the base has:&lt;br /&gt;
*** No Grav Shield - Battleship gets through defensive fire: Base Defense mission. If the attack is repulsed, the aliens send another battleship next month.&lt;br /&gt;
*** No Grav Shield - Battleship shot down by defensive fire: the aliens send another battleship next month.&lt;br /&gt;
*** Grav Shield - Battleship gets through defensive fire: the battleship finds itself unable to land so it simply blasts the base into ashes. Entire base and all its contents are lost, no Base Defense mission possible.&lt;br /&gt;
*** Grav Shield - Battleship shot down by defensive fire: aliens decide the base is too heavily fortified and back down. Retaliation mission ends (until X-Com provokes another one, that is).&lt;br /&gt;
** Countries with an alien base sitting on their soil for more than a month are automatically infiltrated.&lt;br /&gt;
** Aliens deliberately targeting the country with the lowest X-Com activity with infiltration instead of choosing randomly.&lt;br /&gt;
** More severe consequences for alien infiltration: if a country signs a pact, X-Com is banned from that country.&lt;br /&gt;
*** All X-Com assets (bases, craft, personnel, items in storage) within the country&#039;s borders are automatically and permanently confiscated at the turn of the month the pact is made.&lt;br /&gt;
*** X-Com operations inside that country suffer a massive score penalty as they&#039;re technically violating the country&#039;s borders and airspace, causing international tension between the country (who feel the Council does not respect the charter that allows countries to withdraw from the project) and the Council (who never agreed to withdrawing X-Com&#039;s services from quitter countries in the first place).&lt;br /&gt;
** No matter how well the player actually performs, funding WILL keep dropping in the long-term as the sponsors become dissatisfied with X-Com. In fact, funding from all nations will eventually drop into the negative as the sponsors try to pressure X-Com into disbanding (well, that and ongoing rumors of X-Com self-financing through arms dealing causing them to try and get their share of the profits).&lt;br /&gt;
Hope this sounds interesting.--[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Tarvis&#039; Suggestions===&lt;br /&gt;
12/24/12&lt;br /&gt;
&lt;br /&gt;
I have to say, the UFO Extender is a great leg up from the DOS version! The stats on loadout screen is my favorite feature. I only have a couple minor gripes/observations, and some of them don&#039;t necessarily apply to UFO Extender:&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*Geoscape dialog animation speed (window opening animation) is very slow compared to the rest of the game. If I lock the game to 30FPS then the Geoscape and Battlescape animations are perfect, but windows in Geoscape take about a second each to open. Perhaps an option could be added to change the window animation speed?&lt;br /&gt;
::&#039;&#039;This is a direct result of having the FPS too low.&#039;&#039;&lt;br /&gt;
*It would be great if a fullscreen resolution option was added instead of forcing the desktop resolution. This would be useful because I think XCOM looks best when scaled partly by nearest neighbor, and partly bilinearly. If I could set the game resolution to 640x400, I could get the exact same effect I want, but right now the only way to do that is to disable D3D which does not sit well with Win7.&lt;br /&gt;
**Another alternative is to add more scaling methods: nearest (current), bilinear, Half n&#039; Half (First pixel-doubled to 640x400 and then scaled from there with bilinear), HQ4X and more&lt;br /&gt;
::&#039;&#039;Unless someone with experience in this were to help, I don&#039;t have the experience to do this presently.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::&#039;&#039;Version 1.3 incorporates Tarvis&#039; scaler option.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*On Windows 7 it seems that the D3D Window Position width and height options correspond to the entire window with borders and not the actual game screen area. Is this an oversight or is this the intended behavior?&lt;br /&gt;
::&#039;&#039;Seb&#039;s code only applied the size to the overall window and applied the clip cursor feature to it.  His code didn&#039;t take into account that windows border could be different thicknesses.  I was able to improve the application of the clip cursor function to resolved the border thickness issues but it requires a deeper understanding of Windows to make the Extender create a window that has the outside dimensions necessary to allow the playable area to be that specified by the player. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
*The mouse can leave the screen in full-screen mode in dual-monitor setups, but only if D3D is enabled. Also, turning off mouse scaling (providing the best mouse speed) means the mouse can also go lower and to the right of the game. Perhaps the mouse-clipping modes used in the windowed mode could be applied to fix this?&lt;br /&gt;
::&#039;&#039;Scale mouse was created to fix the issue that mouse-clipping can&#039;t be used in full-screen mode.&#039;&#039;&lt;br /&gt;
:::This does fix the mouse going too far down &amp;amp; right in-game, but even with mouse-clipping on it still leaves the game and still goes to the other monitor. -Tarvis&lt;br /&gt;
:::&#039;&#039;Oops! My mistake (I&#039;ve been working with TFTD for so long I just defaulted to that program). Try this string: 68 CC F2 02 10 6A 00 68 04 F3 02 10 68 14 F3 02 10 FF 15 10 F0 02 10 85 C0 0F 84 90 00 00 00. Use a hex editor. Search the Patcher.dll file for the string and change all the bytes to 90. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::Works great, in battlescape and geoscape! Thanks a bunch. Just for the record, it doesn&#039;t work in Geoscape with mouse scaling off, but that should be turned on when the game is fullscreen anyhow.&lt;br /&gt;
:::&#039;&#039;Great!  That tells me enough that I know what to change to resolve that problem.  Thanks for your feedback!-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I tested it in the new patch, and just realize it can still leave the window in the main menu.&lt;br /&gt;
:::&#039;&#039;That is intentional. Last chance to resize the window or access the sound mixer to adjust volume before starting a game.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I see. I&#039;ve finished the scaler/resolution features and I want to add them to the most recent version.&lt;br /&gt;
:::&#039;&#039;I guess you could zip up the new cpp files, upload them to the site, and then add a link to it on your user page. I&#039;ll then be able to put them into an offical release. Does that sound OK?- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
The following is definitely wishful thinking, but would be wonderful if it could be done:&lt;br /&gt;
*Replace MCI MP3 handling with DirectX calls. This would make codec issues that cause crashes much less unpredictable.&lt;br /&gt;
::Not sure if you saw this or not, but someone on [http://www.xcomufo.com/forums/index.php?showtopic=242035284#entry191604 the forums] made a patch to use BASS.dll for music instead of MCI. - [[User:Tarvis|Tarvis]]&lt;br /&gt;
:::&#039;&#039;Thanks for the information.  I played around with it and it works. Niklata, the creator, did a great job. I&#039;ve already incorporated the changes into the music.cpp file -[[User:Morgan525|Tycho]] 23:25, 29 December 2012 (EST)&#039;&#039;&lt;br /&gt;
**I would like this mainly because MP3 playing works fine on my Windows 7 64 bit machine but not at all on my Windows 7 32 bit machine, and I can&#039;t figure out why. Both are configured to use the Windows default MPEG splitter and MP3 DMO Decoder, yet using MP3s crashes on the 32 bit machine every time.&lt;br /&gt;
::&#039;&#039;Check out the reference on the TFTD Extender page about problem with playing MP3s.&#039;&#039;&lt;br /&gt;
::I&#039;ve tried all that and couldn&#039;t get it to work, but I&#039;m able to use AbraM&#039;s FMOD patch for UFO Defense.exe with UFO Extender just fine so that&#039;ll work. I wonder though, if I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Geoscape Speed Mod causes problems with UFO missions==&lt;br /&gt;
&#039;&#039;&#039;I tried to compare the game played with this speed settings on and off and I have noticed that there are less detections of UFOs with the settings on then with off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;version 1.3 fixes the problem with alien missions and the Geoscape Clock mod.  I&#039;ve also added a second option to emulate Mok&#039;s method for those that prefer it.  Mok&#039;s method will produce a &#039;step&#039; effect to the animations on the Geoscape at higher time rates. -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Hot Grenades and Aliens Bleeding bugs ==&lt;br /&gt;
If you have Hot Grenades enabled, prime a grenade and end turn without throwing it, the item to explode won&#039;t necessarily be the primed grenade. I had my equipment in Skyranger explode while priming grenades in the field.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Seb&#039;s mod was just a quick omitting of the check to see if the grenade was being held to check if the timer limit had been reached.  The problem here is that the location of the item is not updated until thrown or dropped, so the location where to center the explosion was usually where the grenade was picked up (in the craft).  I have altered the idea of hot grenades to be like most grenades which have a short fuse that is lit when the grenade&#039;s safety is sprung and the grenade tossed. Hot Grenades mod now means that only the High Explosive will prompt a timer. All other grenades will just armed and will explode on impact at their destination. They will not explode as long as the soldier holds them to reflect that the safety mechanism is still in place. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Random crashes on W7 64bit (but possibly all systems) ==&lt;br /&gt;
&lt;br /&gt;
I have random crashes of the game in the base deffense mission.&lt;br /&gt;
The addresses I have noticed are: &lt;br /&gt;
00422483 mov cl,[eax] (same problem - it looks that eax maybe 0) and (I am not sure) (00402CDE) lea ecx,[eax][eax]*4[004] &lt;br /&gt;
:&#039;&#039;These are related to the &#039;game crashes when an alien tries to attack a base feature&#039;. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I was trying to find the reason for the crash, as I was playing the mission with Etherals again and it has crashed again but at address 0x4A2CBE with error 0xC0000005 trying to access 0x00000000.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; The game would crash as described above whenever a unit would drop an item from Panic and the clip weight mod attempted to locate the clip in the weapon dropped. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All fixed in v1.30&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clip cursor behavior ===&lt;br /&gt;
I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet.&lt;br /&gt;
Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
&lt;br /&gt;
:In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v1.30 implements the clip cursor on all screens in Full Screen mode.  For Windowed mode, cursor clipping is implemented once a game starts, at the earliest, or whenever the battlescape starts, depending on the option selected, by design. It is still possible to break the cursor clipping, if one intentionally tries. -[[User:Morgan525|Tycho]] 00:25, 23 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Graphical small distortion ===&lt;br /&gt;
Load of the saved game to geoscape or load geoscape after mission end causing small graphical distortion of the first screenline of the Terror message and other e.g. Build facility window choose. Can you fix it? It is not caused of the extender, it does the UFO Collectors Edition all versions to me even without extender. I also tried older extended UFO CE ET version and it also happenings in CE ET version even as it uses DirectDraw instead of D3D. I will make you screenshot if you will need them.&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This sounds like a problem with your graphics card driver.  You might try upgrading the drivers or adjusting the hardware acceleration of your card. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement speed ==&lt;br /&gt;
Hi Tycho,&lt;br /&gt;
could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:This is a direct result of the game running fast on modern computers. Unfortunately I don&#039;t think there&#039;s anything that can be done about this without overhauling how the framerate limiter works, since the FPS limiting method only adds delays to calls to update the screen, which only some of the game timers wait on, and isn&#039;t called during the HIDDEN MOVEMENT screen. You could try lowering the game&#039;s processor priority, because that will have the most impact on overall game speed.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
I believe that if Tycho is able to slow down all the animations correctly he will be able to call that slows also for the logic in hidden movement then :) Or - yes - limit frame rate when in hidden movement will maybe solve that problem.. Now to me the screen is only flashing if something is happening, so you can not recognize what was happened and where..&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest right now: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
:Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;If it&#039;s just the time for units dying is too fast, I could write a time delay to occur after a unit&#039;s death scream on the alien turn.  This wouldn&#039;t affect the alien turn code but rather the code that handles a unit taking damage and being killed. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Berserk tank crashes the game ==&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45149</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45149"/>
		<updated>2013-03-16T20:31:13Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Berserk tank crashes the game */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
&#039;&#039;Someone on Steam developed a good method to help isolate and resolve codec conflicts that keep Extender from playing MP3s.  See [[TFTDextender#FAQs| TFTDextender FAQs]]&lt;br /&gt;
&lt;br /&gt;
:The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).---Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 uses BASS to play mp3s. Hopefully this will fix all the decoder related errors and crashes. [[User:Morgan525|Tycho]] 22:59, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just checked, BASS is working. Now I have another question: are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which file to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video Problems ==&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XCOM Crashed at 0x45E6A5 with error ...&amp;quot;===&lt;br /&gt;
Usually this occurs with the split exe that you get after installing XcomUtil.  One part that gets altered conflicts with the Extender&#039;s option to skip the intro.  Disabling this option will stop the error.&lt;br /&gt;
&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 now includes an option in the INI to allow the player to set the level of delay to adjust all timing and animation function in the battlescape.-[[User:Morgan525|Tycho]] 23:01, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
Thanks, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No DosBox ==&lt;br /&gt;
&lt;br /&gt;
The only executable file in the download is an .exe file. .exe files don&#039;t work with dosbox and with X-com being a 16-bit program it doesn&#039;t work on 64-bit system either. Is there any way of getting this mod running on a 64-bit windows? Is there a workaround or am I just being stupid?&lt;br /&gt;
:The first paragraph of the main page of the article does say:&lt;br /&gt;
&lt;br /&gt;
 This program only works with the Windows version and will not work through DOSbox. &lt;br /&gt;
 Furthermore, a version compatible with DOS will not be created due to difference in memory management used.&lt;br /&gt;
&lt;br /&gt;
:Workaround - can you boot under a 32 bit Windows instead? [[User:Spike|Spike]] 18:27, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
i hope to be posting in the right section for this.. otherwise excuse me, please.&lt;br /&gt;
&lt;br /&gt;
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:&lt;br /&gt;
*1)editable starting soldiers attributes. &lt;br /&gt;
*2) editable HWP stats of chassis and their weapons.&lt;br /&gt;
*3) editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*4) editable fatal wound system.&lt;br /&gt;
*5) a critical hit chance system.&lt;br /&gt;
*6) option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Thanks for the suggestions. Most of these suggestion essentially are to incorporate mods that allow players to edit the various databases (like Seb did for OBDATA). This can be done but would require a lot of coding and since OpenXcom is nearly complete and seems to allow this level of control (and more!) over the game, I don&#039;t feel it&#039;s necessary to reinvent that wheel. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two ideas, if I may:&lt;br /&gt;
* Would it be possible to include an INI option for modifying how many times can the medkit&#039;s various features be used? According to the site, it&#039;s not in OBDATA.&lt;br /&gt;
* A Hardcore Mode for extra fun:&lt;br /&gt;
** Depending on the aliens&#039; intelligence stat, they can deliberately blast away cover with autofire if they saw any of your soldiers taking cover behind it. They already sort-of do this with grenades but not with other weapons.&lt;br /&gt;
** Aliens actively using [[Scouting#Scout/Sniper Tactics|sniper-spotter tactics]], taking the high ground whenever possible.&lt;br /&gt;
** Electroflares not available for purchase.&lt;br /&gt;
** X-Com bases can only be built within the borders of the Funding Nations.&lt;br /&gt;
** If any UFO passes within a certain distance to a base without a Mind Shield, the base is immediately discovered. It doesn&#039;t matter what mission it is on, not having a Mind Shield means instant detection. Accordingly, later retaliation missions do NOT send scouts but go for the battleship immediately. The outcome depends on what kind of defenses the base has:&lt;br /&gt;
*** No Grav Shield - Battleship gets through defensive fire: Base Defense mission. If the attack is repulsed, the aliens send another battleship next month.&lt;br /&gt;
*** No Grav Shield - Battleship shot down by defensive fire: the aliens send another battleship next month.&lt;br /&gt;
*** Grav Shield - Battleship gets through defensive fire: the battleship finds itself unable to land so it simply blasts the base into ashes. Entire base and all its contents are lost, no Base Defense mission possible.&lt;br /&gt;
*** Grav Shield - Battleship shot down by defensive fire: aliens decide the base is too heavily fortified and back down. Retaliation mission ends (until X-Com provokes another one, that is).&lt;br /&gt;
** Countries with an alien base sitting on their soil for more than a month are automatically infiltrated.&lt;br /&gt;
** Aliens deliberately targeting the country with the lowest X-Com activity with infiltration instead of choosing randomly.&lt;br /&gt;
** More severe consequences for alien infiltration: if a country signs a pact, X-Com is banned from that country.&lt;br /&gt;
*** All X-Com assets (bases, craft, personnel, items in storage) within the country&#039;s borders are automatically and permanently confiscated at the turn of the month the pact is made.&lt;br /&gt;
*** X-Com operations inside that country suffer a massive score penalty as they&#039;re technically violating the country&#039;s borders and airspace, causing international tension between the country (who feel the Council does not respect the charter that allows countries to withdraw from the project) and the Council (who never agreed to withdrawing X-Com&#039;s services from quitter countries in the first place).&lt;br /&gt;
** No matter how well the player actually performs, funding WILL keep dropping in the long-term as the sponsors become dissatisfied with X-Com. In fact, funding from all nations will eventually drop into the negative as the sponsors try to pressure X-Com into disbanding (well, that and ongoing rumors of X-Com self-financing through arms dealing causing them to try and get their share of the profits).&lt;br /&gt;
Hope this sounds interesting.--[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Tarvis&#039; Suggestions===&lt;br /&gt;
12/24/12&lt;br /&gt;
&lt;br /&gt;
I have to say, the UFO Extender is a great leg up from the DOS version! The stats on loadout screen is my favorite feature. I only have a couple minor gripes/observations, and some of them don&#039;t necessarily apply to UFO Extender:&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*Geoscape dialog animation speed (window opening animation) is very slow compared to the rest of the game. If I lock the game to 30FPS then the Geoscape and Battlescape animations are perfect, but windows in Geoscape take about a second each to open. Perhaps an option could be added to change the window animation speed?&lt;br /&gt;
::&#039;&#039;This is a direct result of having the FPS too low.&#039;&#039;&lt;br /&gt;
*It would be great if a fullscreen resolution option was added instead of forcing the desktop resolution. This would be useful because I think XCOM looks best when scaled partly by nearest neighbor, and partly bilinearly. If I could set the game resolution to 640x400, I could get the exact same effect I want, but right now the only way to do that is to disable D3D which does not sit well with Win7.&lt;br /&gt;
**Another alternative is to add more scaling methods: nearest (current), bilinear, Half n&#039; Half (First pixel-doubled to 640x400 and then scaled from there with bilinear), HQ4X and more&lt;br /&gt;
::&#039;&#039;Unless someone with experience in this were to help, I don&#039;t have the experience to do this presently.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::&#039;&#039;Version 1.3 incorporates Tarvis&#039; scaler option.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*On Windows 7 it seems that the D3D Window Position width and height options correspond to the entire window with borders and not the actual game screen area. Is this an oversight or is this the intended behavior?&lt;br /&gt;
::&#039;&#039;Seb&#039;s code only applied the size to the overall window and applied the clip cursor feature to it.  His code didn&#039;t take into account that windows border could be different thicknesses.  I was able to improve the application of the clip cursor function to resolved the border thickness issues but it requires a deeper understanding of Windows to make the Extender create a window that has the outside dimensions necessary to allow the playable area to be that specified by the player. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
*The mouse can leave the screen in full-screen mode in dual-monitor setups, but only if D3D is enabled. Also, turning off mouse scaling (providing the best mouse speed) means the mouse can also go lower and to the right of the game. Perhaps the mouse-clipping modes used in the windowed mode could be applied to fix this?&lt;br /&gt;
::&#039;&#039;Scale mouse was created to fix the issue that mouse-clipping can&#039;t be used in full-screen mode.&#039;&#039;&lt;br /&gt;
:::This does fix the mouse going too far down &amp;amp; right in-game, but even with mouse-clipping on it still leaves the game and still goes to the other monitor. -Tarvis&lt;br /&gt;
:::&#039;&#039;Oops! My mistake (I&#039;ve been working with TFTD for so long I just defaulted to that program). Try this string: 68 CC F2 02 10 6A 00 68 04 F3 02 10 68 14 F3 02 10 FF 15 10 F0 02 10 85 C0 0F 84 90 00 00 00. Use a hex editor. Search the Patcher.dll file for the string and change all the bytes to 90. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::Works great, in battlescape and geoscape! Thanks a bunch. Just for the record, it doesn&#039;t work in Geoscape with mouse scaling off, but that should be turned on when the game is fullscreen anyhow.&lt;br /&gt;
:::&#039;&#039;Great!  That tells me enough that I know what to change to resolve that problem.  Thanks for your feedback!-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I tested it in the new patch, and just realize it can still leave the window in the main menu.&lt;br /&gt;
:::&#039;&#039;That is intentional. Last chance to resize the window or access the sound mixer to adjust volume before starting a game.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I see. I&#039;ve finished the scaler/resolution features and I want to add them to the most recent version.&lt;br /&gt;
:::&#039;&#039;I guess you could zip up the new cpp files, upload them to the site, and then add a link to it on your user page. I&#039;ll then be able to put them into an offical release. Does that sound OK?- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
The following is definitely wishful thinking, but would be wonderful if it could be done:&lt;br /&gt;
*Replace MCI MP3 handling with DirectX calls. This would make codec issues that cause crashes much less unpredictable.&lt;br /&gt;
::Not sure if you saw this or not, but someone on [http://www.xcomufo.com/forums/index.php?showtopic=242035284#entry191604 the forums] made a patch to use BASS.dll for music instead of MCI. - [[User:Tarvis|Tarvis]]&lt;br /&gt;
:::&#039;&#039;Thanks for the information.  I played around with it and it works. Niklata, the creator, did a great job. I&#039;ve already incorporated the changes into the music.cpp file -[[User:Morgan525|Tycho]] 23:25, 29 December 2012 (EST)&#039;&#039;&lt;br /&gt;
**I would like this mainly because MP3 playing works fine on my Windows 7 64 bit machine but not at all on my Windows 7 32 bit machine, and I can&#039;t figure out why. Both are configured to use the Windows default MPEG splitter and MP3 DMO Decoder, yet using MP3s crashes on the 32 bit machine every time.&lt;br /&gt;
::&#039;&#039;Check out the reference on the TFTD Extender page about problem with playing MP3s.&#039;&#039;&lt;br /&gt;
::I&#039;ve tried all that and couldn&#039;t get it to work, but I&#039;m able to use AbraM&#039;s FMOD patch for UFO Defense.exe with UFO Extender just fine so that&#039;ll work. I wonder though, if I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Geoscape Speed Mod causes problems with UFO missions==&lt;br /&gt;
&#039;&#039;&#039;I tried to compare the game played with this speed settings on and off and I have noticed that there are less detections of UFOs with the settings on then with off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;version 1.3 fixes the problem with alien missions and the Geoscape Clock mod.  I&#039;ve also added a second option to emulate Mok&#039;s method for those that prefer it.  Mok&#039;s method will produce a &#039;step&#039; effect to the animations on the Geoscape at higher time rates. -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Hot Grenades and Aliens Bleeding bugs ==&lt;br /&gt;
If you have Hot Grenades enabled, prime a grenade and end turn without throwing it, the item to explode won&#039;t necessarily be the primed grenade. I had my equipment in Skyranger explode while priming grenades in the field.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Seb&#039;s mod was just a quick omitting of the check to see if the grenade was being held to check if the timer limit had been reached.  The problem here is that the location of the item is not updated until thrown or dropped, so the location where to center the explosion was usually where the grenade was picked up (in the craft).  I have altered the idea of hot grenades to be like most grenades which have a short fuse that is lit when the grenade&#039;s safety is sprung and the grenade tossed. Hot Grenades mod now means that only the High Explosive will prompt a timer. All other grenades will just armed and will explode on impact at their destination. They will not explode as long as the soldier holds them to reflect that the safety mechanism is still in place. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Random crashes on W7 64bit (but possibly all systems) ==&lt;br /&gt;
&lt;br /&gt;
I have random crashes of the game in the base deffense mission.&lt;br /&gt;
The addresses I have noticed are: &lt;br /&gt;
00422483 mov cl,[eax] (same problem - it looks that eax maybe 0) and (I am not sure) (00402CDE) lea ecx,[eax][eax]*4[004] &lt;br /&gt;
:&#039;&#039;These are related to the &#039;game crashes when an alien tries to attack a base feature&#039;. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I was trying to find the reason for the crash, as I was playing the mission with Etherals again and it has crashed again but at address 0x4A2CBE with error 0xC0000005 trying to access 0x00000000.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; The game would crash as described above whenever a unit would drop an item from Panic and the clip weight mod attempted to locate the clip in the weapon dropped. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All fixed in v1.30&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clip cursor behavior ===&lt;br /&gt;
I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet.&lt;br /&gt;
Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
&lt;br /&gt;
:In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v1.30 implements the clip cursor on all screens in Full Screen mode.  For Windowed mode, cursor clipping is implemented once a game starts, at the earliest, or whenever the battlescape starts, depending on the option selected, by design. It is still possible to break the cursor clipping, if one intentionally tries. -[[User:Morgan525|Tycho]] 00:25, 23 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Graphical small distortion ===&lt;br /&gt;
Load of the saved game to geoscape or load geoscape after mission end causing small graphical distortion of the first screenline of the Terror message and other e.g. Build facility window choose. Can you fix it? It is not caused of the extender, it does the UFO Collectors Edition all versions to me even without extender. I also tried older extended UFO CE ET version and it also happenings in CE ET version even as it uses DirectDraw instead of D3D. I will make you screenshot if you will need them.&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This sounds like a problem with your graphics card driver.  You might try upgrading the drivers or adjusting the hardware acceleration of your card. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement speed ==&lt;br /&gt;
Hi Tycho,&lt;br /&gt;
could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:This is a direct result of the game running fast on modern computers. Unfortunately I don&#039;t think there&#039;s anything that can be done about this without overhauling how the framerate limiter works, since the FPS limiting method only adds delays to calls to update the screen, which only some of the game timers wait on, and isn&#039;t called during the HIDDEN MOVEMENT screen. You could try lowering the game&#039;s processor priority, because that will have the most impact on overall game speed.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
I believe that if Tycho is able to slow down all the animations correctly he will be able to call that slows also for the logic in hidden movement then :) Or - yes - limit frame rate when in hidden movement will maybe solve that problem.. Now to me the screen is only flashing if something is happening, so you can not recognize what was happened and where..&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest right now: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
:Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;If it&#039;s just the time for units dying is too fast, I could write a time delay to occur after a unit&#039;s death scream on the alien turn.  This wouldn&#039;t affect the alien turn code but rather the code that handles a unit taking damage and being killed. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Berserk tank crashes the game ==&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45147</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45147"/>
		<updated>2013-03-16T18:50:23Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
&#039;&#039;Someone on Steam developed a good method to help isolate and resolve codec conflicts that keep Extender from playing MP3s.  See [[TFTDextender#FAQs| TFTDextender FAQs]]&lt;br /&gt;
&lt;br /&gt;
:The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).---Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 uses BASS to play mp3s. Hopefully this will fix all the decoder related errors and crashes. [[User:Morgan525|Tycho]] 22:59, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just checked, BASS is working. Now I have another question: are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which file to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video Problems ==&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XCOM Crashed at 0x45E6A5 with error ...&amp;quot;===&lt;br /&gt;
Usually this occurs with the split exe that you get after installing XcomUtil.  One part that gets altered conflicts with the Extender&#039;s option to skip the intro.  Disabling this option will stop the error.&lt;br /&gt;
&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 now includes an option in the INI to allow the player to set the level of delay to adjust all timing and animation function in the battlescape.-[[User:Morgan525|Tycho]] 23:01, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
Thanks, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No DosBox ==&lt;br /&gt;
&lt;br /&gt;
The only executable file in the download is an .exe file. .exe files don&#039;t work with dosbox and with X-com being a 16-bit program it doesn&#039;t work on 64-bit system either. Is there any way of getting this mod running on a 64-bit windows? Is there a workaround or am I just being stupid?&lt;br /&gt;
:The first paragraph of the main page of the article does say:&lt;br /&gt;
&lt;br /&gt;
 This program only works with the Windows version and will not work through DOSbox. &lt;br /&gt;
 Furthermore, a version compatible with DOS will not be created due to difference in memory management used.&lt;br /&gt;
&lt;br /&gt;
:Workaround - can you boot under a 32 bit Windows instead? [[User:Spike|Spike]] 18:27, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
i hope to be posting in the right section for this.. otherwise excuse me, please.&lt;br /&gt;
&lt;br /&gt;
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:&lt;br /&gt;
*1)editable starting soldiers attributes. &lt;br /&gt;
*2) editable HWP stats of chassis and their weapons.&lt;br /&gt;
*3) editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*4) editable fatal wound system.&lt;br /&gt;
*5) a critical hit chance system.&lt;br /&gt;
*6) option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Thanks for the suggestions. Most of these suggestion essentially are to incorporate mods that allow players to edit the various databases (like Seb did for OBDATA). This can be done but would require a lot of coding and since OpenXcom is nearly complete and seems to allow this level of control (and more!) over the game, I don&#039;t feel it&#039;s necessary to reinvent that wheel. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two ideas, if I may:&lt;br /&gt;
* Would it be possible to include an INI option for modifying how many times can the medkit&#039;s various features be used? According to the site, it&#039;s not in OBDATA.&lt;br /&gt;
* A Hardcore Mode for extra fun:&lt;br /&gt;
** Depending on the aliens&#039; intelligence stat, they can deliberately blast away cover with autofire if they saw any of your soldiers taking cover behind it. They already sort-of do this with grenades but not with other weapons.&lt;br /&gt;
** Aliens actively using [[Scouting#Scout/Sniper Tactics|sniper-spotter tactics]], taking the high ground whenever possible.&lt;br /&gt;
** Electroflares not available for purchase.&lt;br /&gt;
** X-Com bases can only be built within the borders of the Funding Nations.&lt;br /&gt;
** If any UFO passes within a certain distance to a base without a Mind Shield, the base is immediately discovered. It doesn&#039;t matter what mission it is on, not having a Mind Shield means instant detection. Accordingly, later retaliation missions do NOT send scouts but go for the battleship immediately. The outcome depends on what kind of defenses the base has:&lt;br /&gt;
*** No Grav Shield - Battleship gets through defensive fire: Base Defense mission. If the attack is repulsed, the aliens send another battleship next month.&lt;br /&gt;
*** No Grav Shield - Battleship shot down by defensive fire: the aliens send another battleship next month.&lt;br /&gt;
*** Grav Shield - Battleship gets through defensive fire: the battleship finds itself unable to land so it simply blasts the base into ashes. Entire base and all its contents are lost, no Base Defense mission possible.&lt;br /&gt;
*** Grav Shield - Battleship shot down by defensive fire: aliens decide the base is too heavily fortified and back down. Retaliation mission ends (until X-Com provokes another one, that is).&lt;br /&gt;
** Countries with an alien base sitting on their soil for more than a month are automatically infiltrated.&lt;br /&gt;
** Aliens deliberately targeting the country with the lowest X-Com activity with infiltration instead of choosing randomly.&lt;br /&gt;
** More severe consequences for alien infiltration: if a country signs a pact, X-Com is banned from that country.&lt;br /&gt;
*** All X-Com assets (bases, craft, personnel, items in storage) within the country&#039;s borders are automatically and permanently confiscated at the turn of the month the pact is made.&lt;br /&gt;
*** X-Com operations inside that country suffer a massive score penalty as they&#039;re technically violating the country&#039;s borders and airspace, causing international tension between the country (who feel the Council does not respect the charter that allows countries to withdraw from the project) and the Council (who never agreed to withdrawing X-Com&#039;s services from quitter countries in the first place).&lt;br /&gt;
** No matter how well the player actually performs, funding WILL keep dropping in the long-term as the sponsors become dissatisfied with X-Com. In fact, funding from all nations will eventually drop into the negative as the sponsors try to pressure X-Com into disbanding (well, that and ongoing rumors of X-Com self-financing through arms dealing causing them to try and get their share of the profits).&lt;br /&gt;
Hope this sounds interesting.--[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Tarvis&#039; Suggestions===&lt;br /&gt;
12/24/12&lt;br /&gt;
&lt;br /&gt;
I have to say, the UFO Extender is a great leg up from the DOS version! The stats on loadout screen is my favorite feature. I only have a couple minor gripes/observations, and some of them don&#039;t necessarily apply to UFO Extender:&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*Geoscape dialog animation speed (window opening animation) is very slow compared to the rest of the game. If I lock the game to 30FPS then the Geoscape and Battlescape animations are perfect, but windows in Geoscape take about a second each to open. Perhaps an option could be added to change the window animation speed?&lt;br /&gt;
::&#039;&#039;This is a direct result of having the FPS too low.&#039;&#039;&lt;br /&gt;
*It would be great if a fullscreen resolution option was added instead of forcing the desktop resolution. This would be useful because I think XCOM looks best when scaled partly by nearest neighbor, and partly bilinearly. If I could set the game resolution to 640x400, I could get the exact same effect I want, but right now the only way to do that is to disable D3D which does not sit well with Win7.&lt;br /&gt;
**Another alternative is to add more scaling methods: nearest (current), bilinear, Half n&#039; Half (First pixel-doubled to 640x400 and then scaled from there with bilinear), HQ4X and more&lt;br /&gt;
::&#039;&#039;Unless someone with experience in this were to help, I don&#039;t have the experience to do this presently.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::&#039;&#039;Version 1.3 incorporates Tarvis&#039; scaler option.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*On Windows 7 it seems that the D3D Window Position width and height options correspond to the entire window with borders and not the actual game screen area. Is this an oversight or is this the intended behavior?&lt;br /&gt;
::&#039;&#039;Seb&#039;s code only applied the size to the overall window and applied the clip cursor feature to it.  His code didn&#039;t take into account that windows border could be different thicknesses.  I was able to improve the application of the clip cursor function to resolved the border thickness issues but it requires a deeper understanding of Windows to make the Extender create a window that has the outside dimensions necessary to allow the playable area to be that specified by the player. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
*The mouse can leave the screen in full-screen mode in dual-monitor setups, but only if D3D is enabled. Also, turning off mouse scaling (providing the best mouse speed) means the mouse can also go lower and to the right of the game. Perhaps the mouse-clipping modes used in the windowed mode could be applied to fix this?&lt;br /&gt;
::&#039;&#039;Scale mouse was created to fix the issue that mouse-clipping can&#039;t be used in full-screen mode.&#039;&#039;&lt;br /&gt;
:::This does fix the mouse going too far down &amp;amp; right in-game, but even with mouse-clipping on it still leaves the game and still goes to the other monitor. -Tarvis&lt;br /&gt;
:::&#039;&#039;Oops! My mistake (I&#039;ve been working with TFTD for so long I just defaulted to that program). Try this string: 68 CC F2 02 10 6A 00 68 04 F3 02 10 68 14 F3 02 10 FF 15 10 F0 02 10 85 C0 0F 84 90 00 00 00. Use a hex editor. Search the Patcher.dll file for the string and change all the bytes to 90. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::Works great, in battlescape and geoscape! Thanks a bunch. Just for the record, it doesn&#039;t work in Geoscape with mouse scaling off, but that should be turned on when the game is fullscreen anyhow.&lt;br /&gt;
:::&#039;&#039;Great!  That tells me enough that I know what to change to resolve that problem.  Thanks for your feedback!-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I tested it in the new patch, and just realize it can still leave the window in the main menu.&lt;br /&gt;
:::&#039;&#039;That is intentional. Last chance to resize the window or access the sound mixer to adjust volume before starting a game.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I see. I&#039;ve finished the scaler/resolution features and I want to add them to the most recent version.&lt;br /&gt;
:::&#039;&#039;I guess you could zip up the new cpp files, upload them to the site, and then add a link to it on your user page. I&#039;ll then be able to put them into an offical release. Does that sound OK?- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
The following is definitely wishful thinking, but would be wonderful if it could be done:&lt;br /&gt;
*Replace MCI MP3 handling with DirectX calls. This would make codec issues that cause crashes much less unpredictable.&lt;br /&gt;
::Not sure if you saw this or not, but someone on [http://www.xcomufo.com/forums/index.php?showtopic=242035284#entry191604 the forums] made a patch to use BASS.dll for music instead of MCI. - [[User:Tarvis|Tarvis]]&lt;br /&gt;
:::&#039;&#039;Thanks for the information.  I played around with it and it works. Niklata, the creator, did a great job. I&#039;ve already incorporated the changes into the music.cpp file -[[User:Morgan525|Tycho]] 23:25, 29 December 2012 (EST)&#039;&#039;&lt;br /&gt;
**I would like this mainly because MP3 playing works fine on my Windows 7 64 bit machine but not at all on my Windows 7 32 bit machine, and I can&#039;t figure out why. Both are configured to use the Windows default MPEG splitter and MP3 DMO Decoder, yet using MP3s crashes on the 32 bit machine every time.&lt;br /&gt;
::&#039;&#039;Check out the reference on the TFTD Extender page about problem with playing MP3s.&#039;&#039;&lt;br /&gt;
::I&#039;ve tried all that and couldn&#039;t get it to work, but I&#039;m able to use AbraM&#039;s FMOD patch for UFO Defense.exe with UFO Extender just fine so that&#039;ll work. I wonder though, if I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Geoscape Speed Mod causes problems with UFO missions==&lt;br /&gt;
&#039;&#039;&#039;I tried to compare the game played with this speed settings on and off and I have noticed that there are less detections of UFOs with the settings on then with off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;version 1.3 fixes the problem with alien missions and the Geoscape Clock mod.  I&#039;ve also added a second option to emulate Mok&#039;s method for those that prefer it.  Mok&#039;s method will produce a &#039;step&#039; effect to the animations on the Geoscape at higher time rates. -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Hot Grenades and Aliens Bleeding bugs ==&lt;br /&gt;
If you have Hot Grenades enabled, prime a grenade and end turn without throwing it, the item to explode won&#039;t necessarily be the primed grenade. I had my equipment in Skyranger explode while priming grenades in the field.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Seb&#039;s mod was just a quick omitting of the check to see if the grenade was being held to check if the timer limit had been reached.  The problem here is that the location of the item is not updated until thrown or dropped, so the location where to center the explosion was usually where the grenade was picked up (in the craft).  I have altered the idea of hot grenades to be like most grenades which have a short fuse that is lit when the grenade&#039;s safety is sprung and the grenade tossed. Hot Grenades mod now means that only the High Explosive will prompt a timer. All other grenades will just armed and will explode on impact at their destination. They will not explode as long as the soldier holds them to reflect that the safety mechanism is still in place. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Random crashes on W7 64bit (but possibly all systems) ==&lt;br /&gt;
&lt;br /&gt;
I have random crashes of the game in the base deffense mission.&lt;br /&gt;
The addresses I have noticed are: &lt;br /&gt;
00422483 mov cl,[eax] (same problem - it looks that eax maybe 0) and (I am not sure) (00402CDE) lea ecx,[eax][eax]*4[004] &lt;br /&gt;
:&#039;&#039;These are related to the &#039;game crashes when an alien tries to attack a base feature&#039;. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I was trying to find the reason for the crash, as I was playing the mission with Etherals again and it has crashed again but at address 0x4A2CBE with error 0xC0000005 trying to access 0x00000000.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; The game would crash as described above whenever a unit would drop an item from Panic and the clip weight mod attempted to locate the clip in the weapon dropped. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All fixed in v1.30&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clip cursor behavior ===&lt;br /&gt;
I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet.&lt;br /&gt;
Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
&lt;br /&gt;
:In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v1.30 implements the clip cursor on all screens in Full Screen mode.  For Windowed mode, cursor clipping is implemented once a game starts, at the earliest, or whenever the battlescape starts, depending on the option selected, by design. It is still possible to break the cursor clipping, if one intentionally tries. -[[User:Morgan525|Tycho]] 00:25, 23 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Graphical small distortion ===&lt;br /&gt;
Load of the saved game to geoscape or load geoscape after mission end causing small graphical distortion of the first screenline of the Terror message and other e.g. Build facility window choose. Can you fix it? It is not caused of the extender, it does the UFO Collectors Edition all versions to me even without extender. I also tried older extended UFO CE ET version and it also happenings in CE ET version even as it uses DirectDraw instead of D3D. I will make you screenshot if you will need them.&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This sounds like a problem with your graphics card driver.  You might try upgrading the drivers or adjusting the hardware acceleration of your card. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement speed ==&lt;br /&gt;
Hi Tycho,&lt;br /&gt;
could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:This is a direct result of the game running fast on modern computers. Unfortunately I don&#039;t think there&#039;s anything that can be done about this without overhauling how the framerate limiter works, since the FPS limiting method only adds delays to calls to update the screen, which only some of the game timers wait on, and isn&#039;t called during the HIDDEN MOVEMENT screen. You could try lowering the game&#039;s processor priority, because that will have the most impact on overall game speed.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
I believe that if Tycho is able to slow down all the animations correctly he will be able to call that slows also for the logic in hidden movement then :) Or - yes - limit frame rate when in hidden movement will maybe solve that problem.. Now to me the screen is only flashing if something is happening, so you can not recognize what was happened and where..&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest right now: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
:Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;If it&#039;s just the time for units dying is too fast, I could write a time delay to occur after a unit&#039;s death scream on the alien turn.  This wouldn&#039;t affect the alien turn code but rather the code that handles a unit taking damage and being killed. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45134</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45134"/>
		<updated>2013-03-13T18:49:06Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* MP3 fails to play or crashes the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
I seem to have an issue with the music patch. When I originally installed the loader months ago, everything worked flawlessly. Now however, the game crashes upon entering the main menu. To track down the problem, I enabled first the intro then the language selector screen; no problems with either. In the process, I discovered that the problem is with the music: if I disable it, the game loads properly. If enabled, the loader exits without an error message upon entering the main menu. I did a full reinstall of the game, didn&#039;t work. The only other thing I&#039;ve changed away from the fully working configuration is an upgrade from WinXP to Win7 (VC++2010 is installed). All the files exist and all settings here unchanged from the time they worked. I have NO idea what&#039;s going on. Additionally, if the patch is disabled, the game only has music in the main menu and nowhere else until Alt-Tabbed out and back at least once.---There is MIDI music but it only starts to play after I Alt-Tab out of the game; it stops again during the next Geoscape/Battlescape transition. Without the loader, I get no graphic output whatsoever and it gives up after a few seconds, producing the generic Windows error message about the executable having stopped working. ---One more thing: I read it elsewhere on the net that the patch works with OGG files too, once the INI file is edited with proper filenames; it allegedly fixes some music-related crashes as well. I&#039;m trying it out now.--Alright, tried out the OGGs and the loader now crashes at 0x754CD36F with error 0x406D1388. So much for that. I&#039;ve been using Seb&#039;s version through all of this.-[[User:Amitakartok|amitakartok]] 09:21, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t able to find any solution to this. I want to use PSX mp3s but game crashes every time I put apply=1 to music section of the config. I tried converting them to ogg files and it&#039;s the same thing.&lt;br /&gt;
Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 15:21, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Someone on Steam developed a good method to help isolate and resolve codec conflicts that keep Extender from playing MP3s.  See [[TFTDextender#FAQs| TFTDextender FAQs]]&lt;br /&gt;
&lt;br /&gt;
:Hello! I&#039;ve had the same problem, so I dug into the source to try and investigate what&#039;s going wrong. The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).---Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME&lt;br /&gt;
&lt;br /&gt;
I looked into that article but didn&#039;t help: neither of the splitters are present on my system. Also, I tentatively added UFODefense.exe to ffdshow&#039;s list of programs not to load for; now it loads into the main menu but there&#039;s no music whatsoever and the game crashes if I leave the menu and try to enter the game itself.--[[User:Amitakartok|amitakartok]] 18:21, 4 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Version 1.30 uses BASS to play mp3s. Hopefully this will fix all the decoder related errors and crashes. [[User:Morgan525|Tycho]] 22:59, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just checked, BASS is working. Now I have another question: are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Video Problems ==&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XCOM Crashed at 0x45E6A5 with error ...&amp;quot;===&lt;br /&gt;
Usually this occurs with the split exe that you get after installing XcomUtil.  One part that gets altered conflicts with the Extender&#039;s option to skip the intro.  Disabling this option will stop the error.&lt;br /&gt;
&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.30 now includes an option in the INI to allow the player to set the level of delay to adjust all timing and animation function in the battlescape.-[[User:Morgan525|Tycho]] 23:01, 22 February 2013 (EST)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
Thanks, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No DosBox ==&lt;br /&gt;
&lt;br /&gt;
The only executable file in the download is an .exe file. .exe files don&#039;t work with dosbox and with X-com being a 16-bit program it doesn&#039;t work on 64-bit system either. Is there any way of getting this mod running on a 64-bit windows? Is there a workaround or am I just being stupid?&lt;br /&gt;
:The first paragraph of the main page of the article does say:&lt;br /&gt;
&lt;br /&gt;
 This program only works with the Windows version and will not work through DOSbox. &lt;br /&gt;
 Furthermore, a version compatible with DOS will not be created due to difference in memory management used.&lt;br /&gt;
&lt;br /&gt;
:Workaround - can you boot under a 32 bit Windows instead? [[User:Spike|Spike]] 18:27, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
i hope to be posting in the right section for this.. otherwise excuse me, please.&lt;br /&gt;
&lt;br /&gt;
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:&lt;br /&gt;
*1)editable starting soldiers attributes (cuttently UFOextender only allows you to set the maximum caps of those STATs, yet for those that, like me, don&#039;t like the idea of soldier&#039;s health raising much through experience, this could be useful).&lt;br /&gt;
*2) editable HWP stats of chassis and their weapons (currently possible with XcomED only for the first part, yet is not possible to change the damage dished out by HWP weapons)&lt;br /&gt;
*3) editable fire/stun damage of equipment that does this type of damage(currently the stun damage of things like smoke bombs is so low that it&#039;s almost of no strategic consideration.. it would be cooler if stun bombs had an higher stun per turn value, in order to make them more complicated to use and also extend the value of equipment that gives soldiers stun immunity. I&#039;ve tried increasing the stun damage of granades with Xcom ED, but this only makes a wider smoke cloud with stun damage per turn remaining the same.. tweaking with fire damage maybe could allow thins like flamethrowers to be moddable!).&lt;br /&gt;
*4) editable fatal wound system (current system basically gives you 3 fatal wounds anytime a soldier is damaged by 10+ hits.. I would love that to be tweakable to something like 1 fatal wound for every 10 hp lost, maybe with some added random factor). It would also be cool if part of those fatal wounds could be in stun damage, making the need to rescue with a medikit collapsed soldiers even more frequent (something which however already happens due to the fact that frequently weapon damage gives also a bit of stun damage if I recall right).&lt;br /&gt;
*5)a critical hit chance system (without this - unless you want to bring soldier HP to something like 100 and retweak all the weapons around that value - it&#039;s hard to regulate weapon power against armor and HP since, unless you plan that some weaker guns like plasma pistols CAN&#039;T oneshot a soldier in heavy armor, you&#039;ll later have to give more powerfull weapons even more punch, risking to make them having a very high oneshot rate, especially if you have original HP values ffor your soldiers. If a crit chance could be added like a % random factor that allows a bigger multiplier than usual to be applied to te base damage, even a low damage weapon could happen to oneshot or cause severe wounds albeith that wouldn&#039;t be possible - and thus, rare - due to it&#039;s base damage).&lt;br /&gt;
*6)option to chose % chance of aliens having a weapon over another (currently, later on in the game it seems alien only carry heavy plasma and, occasionally, blaster bombs.. that&#039;s quite boring. I would love instead to be able to choose which weapon they use and mod those weapons, in order to differentiate more the various aliens: e.g. by making the light plasma some sort of sniper rifle with low snap shot accuracy but high on aimed, and maybe making some sort of heavy plasma cannon with good autofire rate but not of great accuracy)&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Thanks for the suggestions. Most of them are to incorporate editors to mod the various databases into the Extender (like Seb did for OBDATA). This can be done but would require a lot of work.  OpenXcom is nearly complete and seems to already allow this level of control (and more!) over the game.  I don&#039;t feel it&#039;s necessary to reinvent that wheel. Data modification can be implemented already with simple hex-editor programs and the information provided on this site or the various data editors already available.-- [[User:Morgan525|Tycho]]&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
===Tarvis&#039; Suggestions===&lt;br /&gt;
12/24/12&lt;br /&gt;
&lt;br /&gt;
I have to say, the UFO Extender is a great leg up from the DOS version! The stats on loadout screen is my favorite feature. I only have a couple minor gripes/observations, and some of them don&#039;t necessarily apply to UFO Extender:&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*Geoscape dialog animation speed (window opening animation) is very slow compared to the rest of the game. If I lock the game to 30FPS then the Geoscape and Battlescape animations are perfect, but windows in Geoscape take about a second each to open. Perhaps an option could be added to change the window animation speed?&lt;br /&gt;
::&#039;&#039;This is a direct result of having the FPS too low.&#039;&#039;&lt;br /&gt;
*It would be great if a fullscreen resolution option was added instead of forcing the desktop resolution. This would be useful because I think XCOM looks best when scaled partly by nearest neighbor, and partly bilinearly. If I could set the game resolution to 640x400, I could get the exact same effect I want, but right now the only way to do that is to disable D3D which does not sit well with Win7.&lt;br /&gt;
**Another alternative is to add more scaling methods: nearest (current), bilinear, Half n&#039; Half (First pixel-doubled to 640x400 and then scaled from there with bilinear), HQ4X and more&lt;br /&gt;
::&#039;&#039;It will be a long while before something like this might be possible, unless someone with experience in this were to help.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::&#039;&#039;Version 1.3 incorporates Tarvis&#039; scaler option.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*On Windows 7 it seems that the D3D Window Position width and height options correspond to the entire window with borders and not the actual game screen area. Is this an oversight or is this the intended behavior?&lt;br /&gt;
::&#039;&#039;Seb&#039;s code only applied the size to the overall window and applied the clip cursor feature to it.  His code didn&#039;t take into account that windows border could be different thicknesses.  I was able to improve the application of the clip cursor function to resolved the border thickness issues but it requires a deeper understanding of Windows to make the Extender create a window that has the outside dimensions necessary to allow the playable area to be that specified by the player. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
*The mouse can leave the screen in full-screen mode in dual-monitor setups, but only if D3D is enabled. Also, turning off mouse scaling (providing the best mouse speed) means the mouse can also go lower and to the right of the game. Perhaps the mouse-clipping modes used in the windowed mode could be applied to fix this?&lt;br /&gt;
::&#039;&#039;Scale mouse was created to fix the issue that mouse-clipping can&#039;t be used in full-screen mode.&#039;&#039;&lt;br /&gt;
:::This does fix the mouse going too far down &amp;amp; right in-game, but even with mouse-clipping on it still leaves the game and still goes to the other monitor. -Tarvis&lt;br /&gt;
:::&#039;&#039;Oops! My mistake (I&#039;ve been working with TFTD for so long I just defaulted to that program). Try this string: 68 CC F2 02 10 6A 00 68 04 F3 02 10 68 14 F3 02 10 FF 15 10 F0 02 10 85 C0 0F 84 90 00 00 00. Use a hex editor. Search the Patcher.dll file for the string and change all the bytes to 90. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::Works great, in battlescape and geoscape! Thanks a bunch. Just for the record, it doesn&#039;t work in Geoscape with mouse scaling off, but that should be turned on when the game is fullscreen anyhow.&lt;br /&gt;
:::&#039;&#039;Great!  That tells me enough that I know what to change to resolve that problem.  Thanks for your feedback!-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I tested it in the new patch, and just realize it can still leave the window in the main menu.&lt;br /&gt;
:::&#039;&#039;That is intentional. Last chance to resize the window or access the sound mixer to adjust volume before starting a game.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I see. When is the source going up for 1.29? I&#039;ve finished the scaler/resolution features and I want to add them to the most recent version.&lt;br /&gt;
:::&#039;&#039;I&#039;ll have it up right away.  Are you about finished with the new resolution? That was fast!  &amp;lt;s&amp;gt;I&#039;m not sure how Seb managed other people&#039;s contributions.&amp;lt;/s&amp;gt; Looking at his talk page, it seems Seb had contributers upload or email him the new files: I guess you could zip up the new cpp files, upload them to the site, and then add a link to it on your user page. I&#039;ll then be able to put them into an offical release. Does that sound OK?- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::Thanks. I updated my page with the info. Zip contains a built patcher.dll too if you want to try it out (see new INI options first) - [[User:Tarvis|Tarvis]]&lt;br /&gt;
The following is definitely wishful thinking, but would be wonderful if it could be done&lt;br /&gt;
*Replace MCI MP3 handling with DirectX calls. This would make codec issues that cause crashes much less unpredictable.&lt;br /&gt;
::&#039;&#039;It may be a long time before this, too, could be implemented, unless someone experienced with modding in Direct-X were to help.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::Not sure if you saw this or not, but someone on [http://www.xcomufo.com/forums/index.php?showtopic=242035284#entry191604 the forums] made a patch to use BASS.dll for music instead of MCI. - [[User:Tarvis|Tarvis]]&lt;br /&gt;
:::&#039;&#039;Thanks for the information.  I played around with it and it works. Niklata, the creator, did a great job. I&#039;ve already incorporated the changes into the music.cpp file -[[User:Morgan525|Tycho]] 23:25, 29 December 2012 (EST)&#039;&#039;&lt;br /&gt;
**I would like this mainly because MP3 playing works fine on my Windows 7 64 bit machine but not at all on my Windows 7 32 bit machine, and I can&#039;t figure out why. Both are configured to use the Windows default MPEG splitter and MP3 DMO Decoder, yet using MP3s crashes on the 32 bit machine every time.&lt;br /&gt;
::&#039;&#039;Check out the reference on the TFTD Extender page about problem with playing MP3s.&#039;&#039;&lt;br /&gt;
::I&#039;ve tried all that and couldn&#039;t get it to work, but I&#039;m able to use AbraM&#039;s FMOD patch for UFO Defense.exe with UFO Extender just fine so that&#039;ll work. I wonder though, if I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Geoscape Speed Mod causes problems with UFO missions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I tried to compare the game played with this speed settings on and off and I have noticed that there are less detections of UFOs with the settings on then with off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The other not good behavior happend to zoom by mouse - with ON it is very slow if you have 5 seconds mode, in 1 Day mode it is fluent.&lt;br /&gt;
&lt;br /&gt;
Can you please check the speed and the detection of UFOs? It seems to me that because of the speed modification the detection notification doesn´t appears so often and happening randomly.   &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
Perhaps UFOextender should simply apply exactly the same changes as that exe provides. The exe is still interesting, because for me at least it better matches the original game than the &#039;Slow Geoscape&#039; option (the original game is , and it is simpler code than is used in 1.29, because it does not actually change the &amp;lt;code&amp;gt;geo_timeSpeed&amp;lt;/code&amp;gt; variable so no need to patch in a new set of values for it.  It would be pretty straight-forward to incorporate that into the patcher.dll [[User:Tacvek|Tacvek]] 14:55, 21 January 2013 (EST)&lt;br /&gt;
:&#039;&#039;I looked at MOK&#039;s code but it has the &#039;step&#039; problem at higher time rates that I am trying to avoid.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;version 1.3 fixes the problem with alien missions and the Geoscape Clock mod.  I&#039;ve also added a second option to emulate Mok&#039;s method for those that prefer it.  Mok&#039;s method will produce a &#039;step&#039; effect to the animations on the Geoscape at higher time rates. -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Hot Grenades and Aliens Bleeding bugs ==&lt;br /&gt;
If you have Hot Grenades enabled, prime a grenade and end turn without throwing it, the item to explode won&#039;t necessarily be the primed grenade. I had my equipment in Skyranger explode while priming grenades in the field.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Seb&#039;s mod was just a quick omitting of the check to see if the grenade was being held to check if the timer limit had been reached.  The problem here is that the location of the item is not updated until thrown or dropped, so the location where to center the explosion was usually where the grenade was picked up (in the craft).  I have altered the idea of hot grenades to be like most grenades which have a short fuse that is lit when the grenade&#039;s safety is sprung and the grenade tossed. Hot Grenades mod now means that only the High Explosive will prompt a timer. All other grenades will just armed and will explode on impact at their destination. They will not explode as long as the soldier holds them to reflect that the safety mechanism is still in place. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Random crashes on W7 64bit (but possibly all systems) ==&lt;br /&gt;
&lt;br /&gt;
I have random crashes of the game in the base deffense mission.&lt;br /&gt;
The addresses I have noticed are: &lt;br /&gt;
00422483 mov cl,[eax] (same problem - it looks that eax maybe 0) and (I am not sure) (00402CDE) lea ecx,[eax][eax]*4[004] &lt;br /&gt;
:&#039;&#039;These are related to the &#039;game crashes when an alien tries to attack a base feature&#039;. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I was trying to find the reason for the crash, as I was playing the mission with Etherals again and it has crashed again but at address 0x4A2CBE with error 0xC0000005 trying to access 0x00000000.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; The game would crash as described above whenever a unit would drop an item from Panic and the clip weight mod attempted to locate the clip in the weapon dropped. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All fixed in v1.30&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clip cursor behavior ===&lt;br /&gt;
I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet.&lt;br /&gt;
Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
&lt;br /&gt;
:In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;v1.30 implements the clip cursor on all screens in Full Screen mode.  For Windowed mode, cursor clipping is implemented once a game starts, at the earliest, or whenever the battlescape starts, depending on the option selected, by design. It is still possible to break the cursor clipping, if one intentionally tries. -[[User:Morgan525|Tycho]] 00:25, 23 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Graphical small distortion ===&lt;br /&gt;
Load of the saved game to geoscape or load geoscape after mission end causing small graphical distortion of the first screenline of the Terror message and other e.g. Build facility window choose. Can you fix it? It is not caused of the extender, it does the UFO Collectors Edition all versions to me even without extender. I also tried older extended UFO CE ET version and it also happenings in CE ET version even as it uses DirectDraw instead of D3D. I will make you screenshot if you will need them.&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This sounds like a problem with your graphics card driver.  You might try upgrading the drivers or adjusting the hardware acceleration of your card. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement speed ==&lt;br /&gt;
Hi Tycho,&lt;br /&gt;
could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:This is a direct result of the game running fast on modern computers. Unfortunately I don&#039;t think there&#039;s anything that can be done about this without overhauling how the framerate limiter works, since the FPS limiting method only adds delays to calls to update the screen, which only some of the game timers wait on, and isn&#039;t called during the HIDDEN MOVEMENT screen. You could try lowering the game&#039;s processor priority, because that will have the most impact on overall game speed.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
I believe that if Tycho is able to slow down all the animations correctly he will be able to call that slows also for the logic in hidden movement then :) Or - yes - limit frame rate when in hidden movement will maybe solve that problem.. Now to me the screen is only flashing if something is happening, so you can not recognize what was happened and where..&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest right now: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
:Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;If it&#039;s just the time for units dying is too fast, I could write a time delay to occur after a unit&#039;s death scream on the alien turn.  This wouldn&#039;t affect the alien turn code but rather the code that handles a unit taking damage and being killed. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=41454</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=41454"/>
		<updated>2012-11-16T13:57:18Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* MP3 fails to play or crashes the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. [[User:Spike|Spike]] 10:57, 3 September 2012 (EDT)&lt;br /&gt;
::&#039;&#039;Even so, won&#039;t people will still need to edit this shortcut to run the extender rather than the game executable? I think Rampancy is asking for the executable to be modified in the same way that XcomUtil does. This is counter to what the Extender is attempting to achieve, so it is not going to happen. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I&#039;ll check into this.  There might be conflicts with other mods that you might have since this is the first report of this kind of bug.  Of, course not many may uses this particular feature, either. --[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
I seem to have an issue with the music patch. When I originally installed the loader months ago, everything worked flawlessly. Now however, the game crashes upon entering the main menu. To track down the problem, I enabled first the intro then the language selector screen; no problems with either. In the process, I discovered that the problem is with the music: if I disable it, the game loads properly. If enabled, the loader exits without an error message upon entering the main menu. I did a full reinstall of the game, didn&#039;t work. The only other thing I&#039;ve changed away from the fully working configuration is an upgrade from WinXP to Win7 (VC++2010 is installed).&lt;br /&gt;
&lt;br /&gt;
All the files exist and all settings here unchanged from the time they worked. I have NO idea what&#039;s going on. Additionally, if the patch is disabled, the game only has music in the main menu and nowhere else until Alt-Tabbed out and back at least once.--[[User:Amitakartok|amitakartok]] 12:53, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Also, what version of the loader are you using? I am concerned when you say that you get no music without the patch: that should mean the game is using the default midi files (this is the Windows version?). If your not getting music with the midi files, what happens if you run w/o the extender?- -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::There is MIDI music but it only starts to play after I Alt-Tab out of the game; it stops again during the next Geoscape/Battlescape transition. Without the loader, I get no graphic output whatsoever and it gives up after a few seconds, producing the generic Windows error message about the executable having stopped working. Also, tried your lines above, didn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
::One more thing: I read it elsewhere on the net that the patch works with OGG files too, once the INI file is edited with proper filenames; it allegedly fixes some music-related crashes as well. I&#039;m trying it out now.--[[User:Amitakartok|amitakartok]] 08:06, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Alright, tried out the OGGs and the loader now crashes at 0x754CD36F with error 0x406D1388. So much for that.--[[User:Amitakartok|amitakartok]] 09:21, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t able to find any solution to this. I want to use PSX mp3s but game crashes every time I put apply=1 to music section of the config. I tried converting them to ogg files and it&#039;s the same thing.&lt;br /&gt;
Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 15:21, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Another person reported something similar: the problem turned out to be a conflict with a particular CODEC that had been installed. It has to be something like that since not many people report the problem. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Hello! I&#039;ve had the same problem, so I dug into the source to try and investigate what&#039;s going wrong. The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).&lt;br /&gt;
&lt;br /&gt;
::Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME.&lt;br /&gt;
&lt;br /&gt;
::Unfortunately, this won&#039;t help you debug your (or my) codec issue, but it&#039;s at least confirmation that it&#039;s an issue on your side and not a problem in the source. I suspect a minor rewrite to use DirectX calls to play the music would cause this problem to go away. I&#039;ll be happy to do this, is the latest version of the source available (IE for UFOLoader built on 27th Sept 2012)? [[User:landofcake|DaveG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;@DaveG, I can post a source for 1.28 in a few days.  If it helps, the music.cpp in the currently available source zip will be the same as the one in my source.  I haven&#039;t touched anything since interaction with the OS is still above my skill level.  I think this is going to be a bigger problem as more people switch to windows 7 or later so if you can get music to work with Direct-X, a lot of people would be very grateful. [[User:Morgan525|Tycho]] 21:23, 27 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Thanks, knowing that the music.cpp is the same helps, I&#039;ll have a look into the source and see if I can make some useful changes to support DirectShow rather than using MCI, this may help with these codec issues. [[User:landofcake|DaveG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Someone on Steam developed a good method to help isolate and resolve codec conflicts that keep Extender from playing MP3s.  See [[TFTDextender#FAQs| TFTDextender FAQs]]&lt;br /&gt;
&lt;br /&gt;
I looked into that article but didn&#039;t help: neither of the splitters are present on my system. Also, I tentatively added UFODefense.exe to ffdshow&#039;s list of programs not to load for; now it loads into the main menu but there&#039;s no music whatsoever and the game crashes if I leave the menu and try to enter the game itself.--[[User:Amitakartok|amitakartok]] 18:21, 4 November 2012 (EST)&lt;br /&gt;
:&#039;&#039;The only suggestion I have now is for you to remove the current version of UFOextender. Download the last version the Seb posted and try that.  If the game works, try the next release, until the problem reoccurs. If not, your probably going to have to &amp;quot;shotgun&amp;quot; troubleshoot this by uninstalling anything and everything that deals with sound or video (aside from drivers) from your system and then try the game.  I had the crash problem on my system and after uninstalling about 10 different programs (converters, codec paks, alternate sound players, etc), MP3s play fine now. -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::I&#039;ve been using Seb&#039;s version to begin with.--[[User:Amitakartok|amitakartok]] 08:57, 16 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Video Problems ==&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XCOM Crashed at 0x45E6A5 with error 0xC0000005 trying to access 0x000000&amp;quot;===&lt;br /&gt;
Usually this occurs with the split exe that you get after installing XcomUtil.  One part that gets altered conflicts with the Extender&#039;s option to skip the intro.  Disabling this option will stop the error.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;D3D Window Position&amp;lt;/s&amp;gt;===&lt;br /&gt;
It seems that the current UFOextender does not read the values but actually only writes them, and so it always reverts to the current display resolution. And also, it disables the aero theme.Thank you. [[User:Cornels|Cornels]] 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Try version 1.27. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
===&amp;lt;s&amp;gt;UFO Blip in Interception&amp;lt;/s&amp;gt;===&lt;br /&gt;
The interception window the UFO blip is &amp;quot;corrupted&amp;quot; when &amp;quot;UFO responds to interception&amp;quot; is active.  I&#039;m using the Collector&#039;s Edition, not the one from Steam, don&#039;t know if the problem appears there. [[User:Cornels|Cornels]] 9 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Fixed with version 1.28 -- [[User:Morgan525|Tycho]] 23 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
:I have the same issue, I&#039;m quite fond of arctic bases but the water animation speed is hilarious. -- [[User:Splicer|Splicer]] &lt;br /&gt;
:&#039;&#039;Try adjusting the MaxFPS in the INI to something like 60~75.  I found that this fixes a lot of the speed issues without the need for the other patches. -- [[User:Morgan525|Tycho]] May 2012&#039;&#039;&lt;br /&gt;
===&amp;lt;s&amp;gt;Weapons disappear in tactical mode with UFOLoader v1.28&amp;lt;/s&amp;gt;===&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
There is a problem with UFOLoader v1.28 installed on a Steam XCOM:EU version. During tactical combat soldiers&#039; weapons are not shown in right/left hand slots. They are black as if the soldier doesn&#039;t carry anything in his hands. The weapon is present on the soldier and I can choose firing mode and fire. But the slots are empty. I&#039;ve then installed 1.27, and everything became ok.[[User:PavelB|PavelB]] 09:41, 24 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Fixed in Patch 1.28.3 -- [User:Morgan525|Tycho]] 27 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fire Damage ==&lt;br /&gt;
&lt;br /&gt;
Not sure if the bug is already posted.  And Not sure if I should post the bug here or in [[Talk:Incendiary]].  Problem is if you use extender to fix funky fire bug.  Incendiary no long does any damage at all.  Units only take the small amount of damage after ending turn because they&#039;re on fire.  Using 1.28.3 extender&lt;br /&gt;
&lt;br /&gt;
To test this.  I stripped a soldier of armour.  And pounded four incendiary rockets into the soldier in the same turn.  No damage.  And then next turn, his health drops a little because he&#039;s standing in fire.  This may not be a problem for most players.  But it is still a major bug.  I understand the funky fire problem is already difficult to fix, and I say thanks to all who will try to help solve this bug. [[User:Hellblade|Hellblade]] 14:44, 28 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s not a bug, that&#039;s the fix. Incendiary damage is only applied at the end of the turn. Think about it... does fire kill faster than a bullet? Faster than a grenade? Can you kill someone with fire faster than they can get a shot off back at you? No, to all these things. To compensate for fixing the bug, fire damage is doubled compared to the previous end-of-turn fire damage (that always existed). It is no longer applied per shot or per impact. All you get &amp;quot;per impact&amp;quot; is another chance to set the target unit itself on fire. Incendiary is a weak attack. It has the benefit of a wide area effect, no HE block, and ignores armour. There are situations when IN is the only effective weapon XCOM possesses. But, like everything, it has strengths and weaknesses. [[User:Spike|Spike]] 15:51, 28 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I see your point but let me elaborate.  Heat, not fire, do kill as fast as bullets.  The original game mechanics separated heat from fire just as in real life.  It intended to have the big heat blast damage first and then the small fire damage per turn.&lt;br /&gt;
:: Take the most extreme case, napalm or volcanic lava, you get fully cooked in less than a second - just by heat alone, and you may/may not catch fire later on.  And heat blasts travel as fast as bullets, in some cases as fast as light.  I believe the game has different Incendiary damage values to do different damage according to how strong the heat is, not the fire afterwards.  The damage by fire later on makes sense because natural burning fires aren&#039;t that hot comparatively.&lt;br /&gt;
:: I understand the difficulty in trying to fix this.  But before this fix you could kill a reaper by a few AC-I shots (which is their weakness) and now you can empty the two clips at it and it&#039;ll never die.   [[User:Hellblade|Hellblade]] 03:11, 4 October 2012 (EDT)&lt;br /&gt;
::&#039;&#039;If you look at the topic page on Incendiary ammo, everyone seems to agree that this is the proper way to handle fire damage.  If you disagree with the consensus, you can always disable the fix by copying the appropriate line from the bugreference file to the [bug fix] section of the INI.-&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== General Store Capacity ==&lt;br /&gt;
&lt;br /&gt;
I have an odd issue where a new base I just built (second base of the game) has 1 total storage capacity when I have the &amp;quot;General Store Capacity&amp;quot; mod on (set to 1).  The main base can only transfer a total of 1 storage space&#039;s worth of items before it says I must build more stores.  However I can transfer goods back just fine (with the main based having over 50 total storage used).&lt;br /&gt;
&lt;br /&gt;
Both bases show &amp;quot;1:1&amp;quot; storage capacity used (when I have 1 storage in base 2 anyways).  I&#039;m reporting this as a glitch because base 1 behaves like it has the 187 capacity (but doesn&#039;t show it as that much) and base 2 does not behave like that at all.&lt;br /&gt;
&lt;br /&gt;
When I remove the mod the capacities show &amp;quot;X:50&amp;quot; (50:50 for base 1) and work normally.&lt;br /&gt;
&lt;br /&gt;
I&#039;m using all the latest files for the extender and the other patches detailed in the &amp;quot;Enemy Unknown Extended&amp;quot; extended page, and the steam version of the game.&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
&lt;br /&gt;
Thanks, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. [[User:Spike|Spike]] 14:43, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ok cool, but where do I get the major version? I can&#039;t find a link anywhere.&lt;br /&gt;
Cheers, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ah there we go! Got it working. Thanks ^^&lt;br /&gt;
&lt;br /&gt;
== No DosBox? ==&lt;br /&gt;
&lt;br /&gt;
The only executable file in the download is an .exe file. .exe files don&#039;t work with dosbox and with X-com being a 16-bit program it doesn&#039;t work on 64-bit system either. Is there any way of getting this mod running on a 64-bit windows? Is there a workaround or am I just being stupid?&lt;br /&gt;
&lt;br /&gt;
:The first paragraph of the main page of the article does say:&lt;br /&gt;
&lt;br /&gt;
 This program only works with the Windows version and will not work through DOSbox. &lt;br /&gt;
 Furthermore, a version compatible with DOS will not be created due to difference in memory management used.&lt;br /&gt;
&lt;br /&gt;
:Workaround - can you boot under a 32 bit Windows instead? [[User:Spike|Spike]] 18:27, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crash on 64 Bit Windows ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m trying to get UFOextender up and running on my computer but it immediately crashes with the error message &amp;quot;XCOM crashed at 0x0 with error 0xC0000005 trying to access 0x00000000&amp;quot;. I&#039;ve reinstalled it a few times and I&#039;ve fiddled with some of the settings but I still get the same results.  I&#039;m on a 64 bit machine. -Sludge&lt;br /&gt;
&lt;br /&gt;
:Are you able to run the Windows version of UFO Enemy Unknown on your 64 bit machine, without using UFOextender? The question immediately before your question is suggesting that the Windows version of UFO won&#039;t run on 64 bit Windows. [[User:Spike|Spike]] 20:54, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
The Windows version of UFO runs fine on my machine; trying to launch the game with UFOloader is what gives me the crash. -Sludge&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Normally the only things that crash the loader at start are video or sound issues or attempting to use the Extender with an already modified executable. I know that a lot of Windows 7 64 bit people claim to have no problems running the game or the Extender so issues like this seem to be specific to an individual system.  Are you trying to use MP3 and what are your video options in the INI?-[[User:Morgan525|Tycho]] 22:55, 22 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not trying to run any music. My video settings:&lt;br /&gt;
[Video]&lt;br /&gt;
Video Pitch=0&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=0&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=2&lt;br /&gt;
Scale Mouse=0&lt;br /&gt;
Screen Ratio=1&lt;br /&gt;
CPU Mask=0&lt;br /&gt;
High Priority=0&lt;br /&gt;
D3D Window Position=0 0 480 600&lt;br /&gt;
&lt;br /&gt;
I&#039;m using an ATI card at a 16:10 resolution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Try disabling the skip intro option.-[[User:Morgan525|Tycho]] 09:22, 29 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
Hi there,&lt;br /&gt;
i hope to be posting in the right section for this.. otherwise excuse me, please.&lt;br /&gt;
&lt;br /&gt;
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:&lt;br /&gt;
&lt;br /&gt;
1)editable starting soldiers attributes (cuttently UFOextender only allows you to set the maximum caps of those STATs, yet for those that, like me, don&#039;t like the idea of soldier&#039;s health raising much through experience, this could be useful).&lt;br /&gt;
&lt;br /&gt;
2) editable HWP stats of chassis and their weapons (currently possible with XcomED only for the first part, yet is not possible to change the damage dished out by HWP weapons)&lt;br /&gt;
&lt;br /&gt;
3) editable fire/stun damage of equipment that does this type of damage(currently the stun damage of things like smoke bombs is so low that it&#039;s almost of no strategic consideration.. it would be cooler if stun bombs had an higher stun per turn value, in order to make them more complicated to use and also extend the value of equipment that gives soldiers stun immunity. I&#039;ve tried increasing the stun damage of granades with Xcom ED, but this only makes a wider smoke cloud with stun damage per turn remaining the same.. tweaking with fire damage maybe could allow thins like flamethrowers to be moddable!).&lt;br /&gt;
&lt;br /&gt;
4) editable fatal wound system (current system basically gives you 3 fatal wounds anytime a soldier is damaged by 10+ hits.. I would love that to be tweakable to something like 1 fatal wound for every 10 hp lost, maybe with some added random factor). It would also be cool if part of those fatal wounds could be in stun damage, making the need to rescue with a medikit collapsed soldiers even more frequent (something which however already happens due to the fact that frequently weapon damage gives also a bit of stun damage if I recall right).&lt;br /&gt;
&lt;br /&gt;
5)a critical hit chance system (without this - unless you want to bring soldier HP to something like 100 and retweak all the weapons around that value - it&#039;s hard to regulate weapon power against armor and HP since, unless you plan that some weaker guns like plasma pistols CAN&#039;T oneshot a soldier in heavy armor, you&#039;ll later have to give more powerfull weapons even more punch, risking to make them having a very high oneshot rate, especially if you have original HP values ffor your soldiers. If a crit chance could be added like a % random factor that allows a bigger multiplier than usual to be applied to te base damage, even a low damage weapon could happen to oneshot or cause severe wounds albeith that wouldn&#039;t be possible - and thus, rare - due to it&#039;s base damage).&lt;br /&gt;
&lt;br /&gt;
6)option to chose % chance of aliens having a weapon over another (currently, later on in the game it seems alien only carry heavy plasma and, occasionally, blaster bombs.. that&#039;s quite boring. I would love instead to be able to choose which weapon they use and mod those weapons, in order to differentiate more the various aliens: e.g. by making the light plasma some sort of sniper rifle with low snap shot accuracy but high on aimed, and maybe making some sort of heavy plasma cannon with good autofire rate but not of great accuracy)&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=40912</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=40912"/>
		<updated>2012-11-04T23:21:09Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* MP3 fails to play or crashes the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. [[User:Spike|Spike]] 10:57, 3 September 2012 (EDT)&lt;br /&gt;
::&#039;&#039;Even so, won&#039;t people will still need to edit this shortcut to run the extender rather than the game executable? I think Rampancy is asking for the executable to be modified in the same way that XcomUtil does. This is counter to what the Extender is attempting to achieve, so it is not going to happen. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I&#039;ll check into this.  There might be conflicts with other mods that you might have since this is the first report of this kind of bug.  Of, course not many may uses this particular feature, either. --[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
I seem to have an issue with the music patch. When I originally installed the loader months ago, everything worked flawlessly. Now however, the game crashes upon entering the main menu. To track down the problem, I enabled first the intro then the language selector screen; no problems with either. In the process, I discovered that the problem is with the music: if I disable it, the game loads properly. If enabled, the loader exits without an error message upon entering the main menu. I did a full reinstall of the game, didn&#039;t work. The only other thing I&#039;ve changed away from the fully working configuration is an upgrade from WinXP to Win7 (VC++2010 is installed).&lt;br /&gt;
&lt;br /&gt;
All the files exist and all settings here unchanged from the time they worked. I have NO idea what&#039;s going on. Additionally, if the patch is disabled, the game only has music in the main menu and nowhere else until Alt-Tabbed out and back at least once.--[[User:Amitakartok|amitakartok]] 12:53, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Also, what version of the loader are you using? I am concerned when you say that you get no music without the patch: that should mean the game is using the default midi files (this is the Windows version?). If your not getting music with the midi files, what happens if you run w/o the extender?- -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::There is MIDI music but it only starts to play after I Alt-Tab out of the game; it stops again during the next Geoscape/Battlescape transition. Without the loader, I get no graphic output whatsoever and it gives up after a few seconds, producing the generic Windows error message about the executable having stopped working. Also, tried your lines above, didn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
::One more thing: I read it elsewhere on the net that the patch works with OGG files too, once the INI file is edited with proper filenames; it allegedly fixes some music-related crashes as well. I&#039;m trying it out now.--[[User:Amitakartok|amitakartok]] 08:06, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Alright, tried out the OGGs and the loader now crashes at 0x754CD36F with error 0x406D1388. So much for that.--[[User:Amitakartok|amitakartok]] 09:21, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t able to find any solution to this. I want to use PSX mp3s but game crashes every time I put apply=1 to music section of the config. I tried converting them to ogg files and it&#039;s the same thing.&lt;br /&gt;
Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 15:21, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Another person reported something similar: the problem turned out to be a conflict with a particular CODEC that had been installed. It has to be something like that since not many people report the problem. [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Hello! I&#039;ve had the same problem, so I dug into the source to try and investigate what&#039;s going wrong. The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).&lt;br /&gt;
&lt;br /&gt;
::Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME.&lt;br /&gt;
&lt;br /&gt;
::Unfortunately, this won&#039;t help you debug your (or my) codec issue, but it&#039;s at least confirmation that it&#039;s an issue on your side and not a problem in the source. I suspect a minor rewrite to use DirectX calls to play the music would cause this problem to go away. I&#039;ll be happy to do this, is the latest version of the source available (IE for UFOLoader built on 27th Sept 2012)? [[User:landofcake|DaveG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;@DaveG, I can post a source for 1.28 in a few days.  If it helps, the music.cpp in the currently available source zip will be the same as the one in my source.  I haven&#039;t touched anything since interaction with the OS is still above my skill level.  I think this is going to be a bigger problem as more people switch to windows 7 or later so if you can get music to work with Direct-X, a lot of people would be very grateful. [[User:Morgan525|Tycho]] 21:23, 27 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
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:Thanks, knowing that the music.cpp is the same helps, I&#039;ll have a look into the source and see if I can make some useful changes to support DirectShow rather than using MCI, this may help with these codec issues. [[User:landofcake|DaveG]]&lt;br /&gt;
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&#039;&#039;Someone on Steam developed a good method to help isolate and resolve codec conflicts that keep Extender from playing MP3s.  See [[TFTDextender#FAQs| TFTDextender FAQs]]&lt;br /&gt;
&lt;br /&gt;
I looked into that article but didn&#039;t help: neither of the splitters are present on my system. Also, I tentatively added UFODefense.exe to ffdshow&#039;s list of programs not to load for; now it loads into the main menu but there&#039;s no music whatsoever and the game crashes if I leave the menu and try to enter the game itself.--[[User:Amitakartok|amitakartok]] 18:21, 4 November 2012 (EST)&lt;br /&gt;
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== Video Problems ==&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XCOM Crashed at 0x45E6A5 with error 0xC0000005 trying to access 0x000000&amp;quot;===&lt;br /&gt;
Usually this occurs with the split exe that you get after installing XcomUtil.  One part that gets altered conflicts with the Extender&#039;s option to skip the intro.  Disabling this option will stop the error.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;D3D Window Position&amp;lt;/s&amp;gt;===&lt;br /&gt;
It seems that the current UFOextender does not read the values but actually only writes them, and so it always reverts to the current display resolution. And also, it disables the aero theme.Thank you. [[User:Cornels|Cornels]] 4 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Try version 1.27. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
===&amp;lt;s&amp;gt;UFO Blip in Interception&amp;lt;/s&amp;gt;===&lt;br /&gt;
The interception window the UFO blip is &amp;quot;corrupted&amp;quot; when &amp;quot;UFO responds to interception&amp;quot; is active.  I&#039;m using the Collector&#039;s Edition, not the one from Steam, don&#039;t know if the problem appears there. [[User:Cornels|Cornels]] 9 August 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Fixed with version 1.28 -- [[User:Morgan525|Tycho]] 23 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
:I have the same issue, I&#039;m quite fond of arctic bases but the water animation speed is hilarious. -- [[User:Splicer|Splicer]] &lt;br /&gt;
:&#039;&#039;Try adjusting the MaxFPS in the INI to something like 60~75.  I found that this fixes a lot of the speed issues without the need for the other patches. -- [[User:Morgan525|Tycho]] May 2012&#039;&#039;&lt;br /&gt;
===&amp;lt;s&amp;gt;Weapons disappear in tactical mode with UFOLoader v1.28&amp;lt;/s&amp;gt;===&lt;br /&gt;
Hi Morgan525 and thank you for your great work on XCOM games!&lt;br /&gt;
There is a problem with UFOLoader v1.28 installed on a Steam XCOM:EU version. During tactical combat soldiers&#039; weapons are not shown in right/left hand slots. They are black as if the soldier doesn&#039;t carry anything in his hands. The weapon is present on the soldier and I can choose firing mode and fire. But the slots are empty. I&#039;ve then installed 1.27, and everything became ok.[[User:PavelB|PavelB]] 09:41, 24 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Fixed in Patch 1.28.3 -- [User:Morgan525|Tycho]] 27 September 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fire Damage ==&lt;br /&gt;
&lt;br /&gt;
Not sure if the bug is already posted.  And Not sure if I should post the bug here or in [[Talk:Incendiary]].  Problem is if you use extender to fix funky fire bug.  Incendiary no long does any damage at all.  Units only take the small amount of damage after ending turn because they&#039;re on fire.  Using 1.28.3 extender&lt;br /&gt;
&lt;br /&gt;
To test this.  I stripped a soldier of armour.  And pounded four incendiary rockets into the soldier in the same turn.  No damage.  And then next turn, his health drops a little because he&#039;s standing in fire.  This may not be a problem for most players.  But it is still a major bug.  I understand the funky fire problem is already difficult to fix, and I say thanks to all who will try to help solve this bug. [[User:Hellblade|Hellblade]] 14:44, 28 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s not a bug, that&#039;s the fix. Incendiary damage is only applied at the end of the turn. Think about it... does fire kill faster than a bullet? Faster than a grenade? Can you kill someone with fire faster than they can get a shot off back at you? No, to all these things. To compensate for fixing the bug, fire damage is doubled compared to the previous end-of-turn fire damage (that always existed). It is no longer applied per shot or per impact. All you get &amp;quot;per impact&amp;quot; is another chance to set the target unit itself on fire. Incendiary is a weak attack. It has the benefit of a wide area effect, no HE block, and ignores armour. There are situations when IN is the only effective weapon XCOM possesses. But, like everything, it has strengths and weaknesses. [[User:Spike|Spike]] 15:51, 28 September 2012 (EDT)&lt;br /&gt;
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:: I see your point but let me elaborate.  Heat, not fire, do kill as fast as bullets.  The original game mechanics separated heat from fire just as in real life.  It intended to have the big heat blast damage first and then the small fire damage per turn.&lt;br /&gt;
:: Take the most extreme case, napalm or volcanic lava, you get fully cooked in less than a second - just by heat alone, and you may/may not catch fire later on.  And heat blasts travel as fast as bullets, in some cases as fast as light.  I believe the game has different Incendiary damage values to do different damage according to how strong the heat is, not the fire afterwards.  The damage by fire later on makes sense because natural burning fires aren&#039;t that hot comparatively.&lt;br /&gt;
:: I understand the difficulty in trying to fix this.  But before this fix you could kill a reaper by a few AC-I shots (which is their weakness) and now you can empty the two clips at it and it&#039;ll never die.   [[User:Hellblade|Hellblade]] 03:11, 4 October 2012 (EDT)&lt;br /&gt;
::&#039;&#039;If you look at the topic page on Incendiary ammo, everyone seems to agree that this is the proper way to handle fire damage.  If you disagree with the consensus, you can always disable the fix by copying the appropriate line from the bugreference file to the [bug fix] section of the INI.-&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== General Store Capacity ==&lt;br /&gt;
&lt;br /&gt;
I have an odd issue where a new base I just built (second base of the game) has 1 total storage capacity when I have the &amp;quot;General Store Capacity&amp;quot; mod on (set to 1).  The main base can only transfer a total of 1 storage space&#039;s worth of items before it says I must build more stores.  However I can transfer goods back just fine (with the main based having over 50 total storage used).&lt;br /&gt;
&lt;br /&gt;
Both bases show &amp;quot;1:1&amp;quot; storage capacity used (when I have 1 storage in base 2 anyways).  I&#039;m reporting this as a glitch because base 1 behaves like it has the 187 capacity (but doesn&#039;t show it as that much) and base 2 does not behave like that at all.&lt;br /&gt;
&lt;br /&gt;
When I remove the mod the capacities show &amp;quot;X:50&amp;quot; (50:50 for base 1) and work normally.&lt;br /&gt;
&lt;br /&gt;
I&#039;m using all the latest files for the extender and the other patches detailed in the &amp;quot;Enemy Unknown Extended&amp;quot; extended page, and the steam version of the game.&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
&lt;br /&gt;
Thanks, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. [[User:Spike|Spike]] 14:43, 19 October 2012 (EDT)&lt;br /&gt;
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Ok cool, but where do I get the major version? I can&#039;t find a link anywhere.&lt;br /&gt;
Cheers, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)&lt;br /&gt;
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Ah there we go! Got it working. Thanks ^^&lt;br /&gt;
&lt;br /&gt;
== No DosBox? ==&lt;br /&gt;
&lt;br /&gt;
The only executable file in the download is an .exe file. .exe files don&#039;t work with dosbox and with X-com being a 16-bit program it doesn&#039;t work on 64-bit system either. Is there any way of getting this mod running on a 64-bit windows? Is there a workaround or am I just being stupid?&lt;br /&gt;
&lt;br /&gt;
:The first paragraph of the main page of the article does say:&lt;br /&gt;
&lt;br /&gt;
 This program only works with the Windows version and will not work through DOSbox. &lt;br /&gt;
 Furthermore, a version compatible with DOS will not be created due to difference in memory management used.&lt;br /&gt;
&lt;br /&gt;
:Workaround - can you boot under a 32 bit Windows instead? [[User:Spike|Spike]] 18:27, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crash on 64 Bit Windows ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m trying to get UFOextender up and running on my computer but it immediately crashes with the error message &amp;quot;XCOM crashed at 0x0 with error 0xC0000005 trying to access 0x00000000&amp;quot;. I&#039;ve reinstalled it a few times and I&#039;ve fiddled with some of the settings but I still get the same results.  I&#039;m on a 64 bit machine. -Sludge&lt;br /&gt;
&lt;br /&gt;
:Are you able to run the Windows version of UFO Enemy Unknown on your 64 bit machine, without using UFOextender? The question immediately before your question is suggesting that the Windows version of UFO won&#039;t run on 64 bit Windows. [[User:Spike|Spike]] 20:54, 21 October 2012 (EDT)&lt;br /&gt;
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The Windows version of UFO runs fine on my machine; trying to launch the game with UFOloader is what gives me the crash. -Sludge&lt;br /&gt;
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:&#039;&#039;Normally the only things that crash the loader at start are video or sound issues or attempting to use the Extender with an already modified executable. I know that a lot of Windows 7 64 bit people claim to have no problems running the game or the Extender so issues like this seem to be specific to an individual system.  Are you trying to use MP3 and what are your video options in the INI?-[[User:Morgan525|Tycho]] 22:55, 22 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not trying to run any music. My video settings:&lt;br /&gt;
[Video]&lt;br /&gt;
Video Pitch=0&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=0&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=2&lt;br /&gt;
Scale Mouse=0&lt;br /&gt;
Screen Ratio=1&lt;br /&gt;
CPU Mask=0&lt;br /&gt;
High Priority=0&lt;br /&gt;
D3D Window Position=0 0 480 600&lt;br /&gt;
&lt;br /&gt;
I&#039;m using an ATI card at a 16:10 resolution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Try disabling the skip intro option.-[[User:Morgan525|Tycho]] 09:22, 29 October 2012 (EDT)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Weapons_Platforms&amp;diff=36886</id>
		<title>Talk:Heavy Weapons Platforms</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Weapons_Platforms&amp;diff=36886"/>
		<updated>2012-09-23T18:54:25Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Tank Morale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Opinion Corner: Are tanks blah? == &lt;br /&gt;
&lt;br /&gt;
My personal opinion is that hover tanks are fit for puropse but the conventional tanks are not. Tanks do not provide additional firepower compared to four squaddies, so their purpose must surely be as robust front line vehicles. Hovertanks can do this very well with their speed, flight, and durability against plasma fire. Conventional tanks are less mobile than squaddies, even without stamina problems, and still vulnerable to single plasma shots. &lt;br /&gt;
&lt;br /&gt;
Using tanks on ufo recovery missions is problematic since they block the front of the skyranger, stop you getting smoke dropped, and usually draw plasma fire when they wheel down the ramp. This isn&#039;t solved on the lightning or avenger. Their best use seems to be on base defence, base attack, and cydonia missions where the 80 item limit prevents the arming of too many soldiers. - Egor&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Technically, the laser and cannon tanks are considerable upgrades of their handheld counterparts (heavy laser and AC-Heavy Cannon). All the other turrets just give you a downgraded variant. Also, the 80 item limit is no excuse to lose 4 soldiers, who can just come in and pick weapons up off the ground. ;) &lt;br /&gt;
&lt;br /&gt;
You can also throw smoke grenades over your forward tank. You just need to throw it a few tiles further. It&#039;s not too hard unless your landing zone is flush against the north edge of the map. &lt;br /&gt;
&lt;br /&gt;
Conventional tanks are meant to be phased out once you get good weapons and armour, and later replaced by the hovertanks. The laser tank comes too late, but it continues to be a cheap throw-away HWP that you can churn out and send off to scout and draw enemy fire away from your troops, or to mangle sectopods with ease. &lt;br /&gt;
&lt;br /&gt;
The conventional tank&#039;s base 20 reactions doesn&#039;t help its survivability much - but it does force aliens to react to it more often - drawing fire away fromy your troops. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
=== Tank Morale ===&lt;br /&gt;
What is the morale hit your soldiers take from the loss of a tank? Would it be equal to the death of a newbie? If so, I think that would count as an advantage.--[[User:Trotsky|Trotsky]] 05:19, 26 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yes, same as a rookie, according to the [[Morale]] page.  Tanks are quite well-suited to the Scout role.  Feel free to note this property on the HWP article page.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 14:54, 26 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yes indeed, HWP&#039;s can panic or go berserk. See [http://www.strategycore.co.uk/forums/index.php?s=&amp;amp;showtopic=333&amp;amp;view=findpost&amp;amp;p=50879 this topic]. A tank&#039;s morale is unaffected by kills made by your own men. However, if a tank is responsible for the killing of a friendly it will lose morale and eventually panic or go berserk. So we can make the assumption that 110 Bravery does not make a unit completely immune to morale loss when that unit is responsible for the killing. --[[User:Zombie|Zombie]] 08:34, 2 March 2007 (PST)&lt;br /&gt;
:Same goes for cyberdiscs, they&#039;ll lose morale if they hit one of their friends. If they goes berserk the game will crash, fortunately it does not happen a lot in real games... [[User:Seb76|Seb76]] 13:26, 31 October 2008 (CDT)&lt;br /&gt;
:I repeatedly observed a situation in the CE version where a single alien grenade killed or stunned six or seven of my men at once, followed by a message that my HWP had panicked (indeed, it had zero TUs and around 15 morale immediately afterwards). One time, I even saw it fleeing. While I did use UFO Extender, it has no such modification as far as I&#039;m aware of. Are you guys sure HWPs only take morale loss from friendly fire?--[[User:Amitakartok|amitakartok]] 13:41, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wanted: Tank Screenshots ==&lt;br /&gt;
&lt;br /&gt;
To spruce up the main HWP and the individual tank sections, we need shots of the tanks in action (I think southward facing tanks would be provide the best view of them) - just a shot of the tank to show us what they are. Does anyone have any exciting screenshots involving tanks tucked away in their game directory?  &lt;br /&gt;
&lt;br /&gt;
I might see if I can extract the tank sprites and make a composite (sans turret) for the chassis type section. -[[User:NKF|NKF]] 04:06, 22 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Image:tankspritesheet.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
Here are some quick mock-ups; I didn&#039;t bother to check the correct turret positioning (I&#039;ve got it written down somewhere), but I reckon even if it&#039;s wrong, it&#039;s good enough that no one would care.&lt;br /&gt;
&lt;br /&gt;
I figure you might want to change the resolution or something, so I&#039;ll just upload a sprite sheet.&lt;br /&gt;
&lt;br /&gt;
Yes, I know, the image isn&#039;t visible here. I&#039;ve bugged Pete about it and you can find the thing on the recent changes page for now.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 04:31, 22 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Thanks, that looks perfect for the individual tanks and the chassis comparison. I&#039;ll separate them and double or treble the size. -[[User:NKF|NKF]] 05:06, 22 March 2009 (EDT)&lt;br /&gt;
: And to update, Pete&#039;s done some magic and our thumbnail generator should be up and running now. Least it looks like it in the previews. -[[User:NKF|NKF]] 07:05, 22 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Opinion: What OS do the HWPs use? ==&lt;br /&gt;
&lt;br /&gt;
Public opinion up to now seems to be that they are remotely controlled by an operator back in the base. However, I have formed the opinion that the tanks run on sophisticated AI! What proof do I offer? Well, for one, the tank is almost immune to Psi and Morale. Somewhat like a robot would be. The morale loss from friendly fire would be linked to the Asimov&#039;s First Law of Robotics being broken. Also, the tank performs equally well above and below ground, or as far as Mars or miles beneath the ocean, making it less likely that it is depending on instructions being transmitted from a distant location. The tank&#039;s response time is slow, but not as slow as the input-transmit to Earth-operator reacts-transmit to Mars-output loop would be.&lt;br /&gt;
110 Bravery seems more explainable by an AI rather than the fact that a remote operator would feel safe. Same for the low 20 reactions.&lt;br /&gt;
Also, the tanks come STANDARD. There is no differentiation that would indicate more skilled or less skilled operators are at work.&lt;br /&gt;
&lt;br /&gt;
[[User:Jasonred|Jasonred]] 16:56, 3 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
: OK that sounds convincing to me, pretty much on all points. [[User:Spike|Spike]] 04:06, 4 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;m actually more inclined to believe an AI myself as well. Or think of it this way: part &#039;remote&#039; control (i.e. voice control), part autonomous. You can imagine them relaying information back to soldiers such as its status, what it can see (perhaps even a video link) and then take on simple instructions from nearby soldiers (Go here, go there, stop, shoot at that target, etc). When there are no soldiers nearby for it to receive orders from, it acts by itself and makes its own judgment with the help of a preprogrammed knowledge base of combat information and experience from past battles. (i.e. the players&#039; own accumulated experience and commanding ability). &lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;So what about needing at least one soldier in a base full of AI tanks or else it is lost when attacked?&amp;quot; I hear someone asking. Um, to switch them on? -[[User:NKF|NKF]] 04:53, 4 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cannot advance a tank by a single tile? ==&lt;br /&gt;
&lt;br /&gt;
I cannot seem to advance a tank by less than two tiles when heading south, southeast, or east. When I attempt to move, the cursor is on the north-west of the four tiles, and if I&#039;m trying to move south or east, that tile is occupied by the tank and I merely re-select it. Is there a work-around for this?&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 17:49, 6 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
As far as I know, nope, there&#039;s no cure for this problem. [[User:Jasonred|Jasonred]] 20:48, 6 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tank cost compared to soldiers ==&lt;br /&gt;
&lt;br /&gt;
While it is true that a tank costs more than ten soldiers, let&#039;s not forget that you need to hire and fire ten soldiers on average to get only one which has bravery and reactions &amp;gt;50 and is thus really viable. Also let&#039;s not forget that the standard soldier&#039;s kit (power/flying armor, medkit, alien grenade, proxy grenade, smoke grenade, heavy plasma) isn&#039;t free either --[[User:Econael|Econael]] 20:47, 24 January 2012 (EST)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Weapons_Platforms&amp;diff=36883</id>
		<title>Talk:Heavy Weapons Platforms</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Weapons_Platforms&amp;diff=36883"/>
		<updated>2012-09-23T17:41:55Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Tank Morale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Opinion Corner: Are tanks blah? == &lt;br /&gt;
&lt;br /&gt;
My personal opinion is that hover tanks are fit for puropse but the conventional tanks are not. Tanks do not provide additional firepower compared to four squaddies, so their purpose must surely be as robust front line vehicles. Hovertanks can do this very well with their speed, flight, and durability against plasma fire. Conventional tanks are less mobile than squaddies, even without stamina problems, and still vulnerable to single plasma shots. &lt;br /&gt;
&lt;br /&gt;
Using tanks on ufo recovery missions is problematic since they block the front of the skyranger, stop you getting smoke dropped, and usually draw plasma fire when they wheel down the ramp. This isn&#039;t solved on the lightning or avenger. Their best use seems to be on base defence, base attack, and cydonia missions where the 80 item limit prevents the arming of too many soldiers. - Egor&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Technically, the laser and cannon tanks are considerable upgrades of their handheld counterparts (heavy laser and AC-Heavy Cannon). All the other turrets just give you a downgraded variant. Also, the 80 item limit is no excuse to lose 4 soldiers, who can just come in and pick weapons up off the ground. ;) &lt;br /&gt;
&lt;br /&gt;
You can also throw smoke grenades over your forward tank. You just need to throw it a few tiles further. It&#039;s not too hard unless your landing zone is flush against the north edge of the map. &lt;br /&gt;
&lt;br /&gt;
Conventional tanks are meant to be phased out once you get good weapons and armour, and later replaced by the hovertanks. The laser tank comes too late, but it continues to be a cheap throw-away HWP that you can churn out and send off to scout and draw enemy fire away from your troops, or to mangle sectopods with ease. &lt;br /&gt;
&lt;br /&gt;
The conventional tank&#039;s base 20 reactions doesn&#039;t help its survivability much - but it does force aliens to react to it more often - drawing fire away fromy your troops. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
=== Tank Morale ===&lt;br /&gt;
What is the morale hit your soldiers take from the loss of a tank? Would it be equal to the death of a newbie? If so, I think that would count as an advantage.--[[User:Trotsky|Trotsky]] 05:19, 26 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yes, same as a rookie, according to the [[Morale]] page.  Tanks are quite well-suited to the Scout role.  Feel free to note this property on the HWP article page.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 14:54, 26 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yes indeed, HWP&#039;s can panic or go berserk. See [http://www.strategycore.co.uk/forums/index.php?s=&amp;amp;showtopic=333&amp;amp;view=findpost&amp;amp;p=50879 this topic]. A tank&#039;s morale is unaffected by kills made by your own men. However, if a tank is responsible for the killing of a friendly it will lose morale and eventually panic or go berserk. So we can make the assumption that 110 Bravery does not make a unit completely immune to morale loss when that unit is responsible for the killing. --[[User:Zombie|Zombie]] 08:34, 2 March 2007 (PST)&lt;br /&gt;
:Same goes for cyberdiscs, they&#039;ll lose morale if they hit one of their friends. If they goes berserk the game will crash, fortunately it does not happen a lot in real games... [[User:Seb76|Seb76]] 13:26, 31 October 2008 (CDT)&lt;br /&gt;
:I repeatedly observed a situation in the CE version where a single alien grenade killed or stunned six or seven of my men at once, followed by a message that my HWP had panicked (indeed, it had zero TUs and around 15 morale immediately afterwards). While I did use UFO Extender, it has no such modification as far as I&#039;m aware of. Are you guys sure HWPs only take morale loss from friendly fire?--[[User:Amitakartok|amitakartok]] 13:41, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wanted: Tank Screenshots ==&lt;br /&gt;
&lt;br /&gt;
To spruce up the main HWP and the individual tank sections, we need shots of the tanks in action (I think southward facing tanks would be provide the best view of them) - just a shot of the tank to show us what they are. Does anyone have any exciting screenshots involving tanks tucked away in their game directory?  &lt;br /&gt;
&lt;br /&gt;
I might see if I can extract the tank sprites and make a composite (sans turret) for the chassis type section. -[[User:NKF|NKF]] 04:06, 22 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Image:tankspritesheet.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
Here are some quick mock-ups; I didn&#039;t bother to check the correct turret positioning (I&#039;ve got it written down somewhere), but I reckon even if it&#039;s wrong, it&#039;s good enough that no one would care.&lt;br /&gt;
&lt;br /&gt;
I figure you might want to change the resolution or something, so I&#039;ll just upload a sprite sheet.&lt;br /&gt;
&lt;br /&gt;
Yes, I know, the image isn&#039;t visible here. I&#039;ve bugged Pete about it and you can find the thing on the recent changes page for now.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 04:31, 22 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Thanks, that looks perfect for the individual tanks and the chassis comparison. I&#039;ll separate them and double or treble the size. -[[User:NKF|NKF]] 05:06, 22 March 2009 (EDT)&lt;br /&gt;
: And to update, Pete&#039;s done some magic and our thumbnail generator should be up and running now. Least it looks like it in the previews. -[[User:NKF|NKF]] 07:05, 22 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Opinion: What OS do the HWPs use? ==&lt;br /&gt;
&lt;br /&gt;
Public opinion up to now seems to be that they are remotely controlled by an operator back in the base. However, I have formed the opinion that the tanks run on sophisticated AI! What proof do I offer? Well, for one, the tank is almost immune to Psi and Morale. Somewhat like a robot would be. The morale loss from friendly fire would be linked to the Asimov&#039;s First Law of Robotics being broken. Also, the tank performs equally well above and below ground, or as far as Mars or miles beneath the ocean, making it less likely that it is depending on instructions being transmitted from a distant location. The tank&#039;s response time is slow, but not as slow as the input-transmit to Earth-operator reacts-transmit to Mars-output loop would be.&lt;br /&gt;
110 Bravery seems more explainable by an AI rather than the fact that a remote operator would feel safe. Same for the low 20 reactions.&lt;br /&gt;
Also, the tanks come STANDARD. There is no differentiation that would indicate more skilled or less skilled operators are at work.&lt;br /&gt;
&lt;br /&gt;
[[User:Jasonred|Jasonred]] 16:56, 3 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
: OK that sounds convincing to me, pretty much on all points. [[User:Spike|Spike]] 04:06, 4 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;m actually more inclined to believe an AI myself as well. Or think of it this way: part &#039;remote&#039; control (i.e. voice control), part autonomous. You can imagine them relaying information back to soldiers such as its status, what it can see (perhaps even a video link) and then take on simple instructions from nearby soldiers (Go here, go there, stop, shoot at that target, etc). When there are no soldiers nearby for it to receive orders from, it acts by itself and makes its own judgment with the help of a preprogrammed knowledge base of combat information and experience from past battles. (i.e. the players&#039; own accumulated experience and commanding ability). &lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;So what about needing at least one soldier in a base full of AI tanks or else it is lost when attacked?&amp;quot; I hear someone asking. Um, to switch them on? -[[User:NKF|NKF]] 04:53, 4 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cannot advance a tank by a single tile? ==&lt;br /&gt;
&lt;br /&gt;
I cannot seem to advance a tank by less than two tiles when heading south, southeast, or east. When I attempt to move, the cursor is on the north-west of the four tiles, and if I&#039;m trying to move south or east, that tile is occupied by the tank and I merely re-select it. Is there a work-around for this?&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 17:49, 6 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
As far as I know, nope, there&#039;s no cure for this problem. [[User:Jasonred|Jasonred]] 20:48, 6 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tank cost compared to soldiers ==&lt;br /&gt;
&lt;br /&gt;
While it is true that a tank costs more than ten soldiers, let&#039;s not forget that you need to hire and fire ten soldiers on average to get only one which has bravery and reactions &amp;gt;50 and is thus really viable. Also let&#039;s not forget that the standard soldier&#039;s kit (power/flying armor, medkit, alien grenade, proxy grenade, smoke grenade, heavy plasma) isn&#039;t free either --[[User:Econael|Econael]] 20:47, 24 January 2012 (EST)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=36882</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=36882"/>
		<updated>2012-09-23T13:21:50Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Music patch problem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
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== Game Crashes when researching &#039;Sectoid Medic&#039; ==&lt;br /&gt;
&lt;br /&gt;
Hey, not sure where to put this since you aren&#039;t providing any means of contacting you but I have a save where in the event I research a &#039;Sectoid Medic&#039; it crashes along with this error:&lt;br /&gt;
&lt;br /&gt;
XCOM crashed at 0x440057 with error 0xC0000005 trying to access 0x0000012B&lt;br /&gt;
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== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
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My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
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Hi, is it in any way possilbe to run the Extender in Win98? I just set up an old machine with it and wanted to give it a try but as you said above, it won&#039;t work with Win9x. But is there a way to manually mod the game? I am asking becaus on my WinXP Machine the game often crahes in battlescape and that really sucks =(--[[User:Skaw847|Skaw847]] 19:28, 21 May 2010 (EDT)&lt;br /&gt;
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== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
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:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
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:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
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:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
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:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
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:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
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:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
:::I for one am a huge fan of XcomUtil, though I&#039;m now also a huge fan of UFO Extender! I&#039;m really hoping I can get the two to play nice. I was up until now playing a dos version, myself. Mainly because the version I bought years and years ago was the DOS version on CD and it still worked via dosbox, which also has several filters similar to your HQ4x. (Some run a little faster and I think they can run in a window while I can&#039;t get HQ4x to run windowed at all. I don&#039;t mind that so much, though the game runs noticeably slower when I run HQ4x and I prefer to run windowed these days so I can more easily multitask. Still I LOVE UFO Extender so I switched to the Windows version just for this.) Some of XcomUtil&#039;s features only work in the DOS version with split exe&#039;s because it goes back into the batch file and allows XcomUtil to play with things when switching from Geoscape to Battlescape and vice versa. But, it&#039;s not that big a deal for me. UFO Loader&#039;s feature list is more than robust enough to give that up. As for the sounds the Windows CE versions changed a lot of the sound effects. If you&#039;re used to this version then it&#039;s Np, but if you played the DOS version and got used to it then it&#039;s VERY off putting. Luckily it&#039;s easy to patch it back to the DOS sound effects. The &amp;quot;Enemy Unknown Extended&amp;quot; page here lays out an install that includes UFO Extender, the original DOS sounds, ect... It&#039;s a good place to start. Anyway, great tool. Now let&#039;s see if I can get these to play nice.[[User:Mannon|Mannon]] 04:40, 27 March 2011 (EDT) (I keep forgetting to sign things... too used to forums instead of discussion pages.)&lt;br /&gt;
::::Facinatingly XcomUtil actually DOES split the CE&#039;s executable into geoscape.exe and tactical.exe! It uses it&#039;s own sdump utility to do this during the setup batch file. I misread the above. XcomUtil splits them to preserve it&#039;s fuctionality so that it can use the batch file to knit them together like in the original DOS version and insert it&#039;s own exe into the mix. This does not make the windows exe run in DOS of course, but it does allow XcomUtil to keep it&#039;s functionality. I have to assume it really screws up UFO Extender, though... ;-( [[User:Mannon|Mannon]] 21:31, 29 March 2011 (EDT)&lt;br /&gt;
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Decided to look into this as there are a few XcomUtil features I like that aren&#039;t reproduced in UFO Extender. XCU does indeed split the exe. It also modifies both of the split exe&#039;s. It still loads both via fodder&#039;s loader when running them from the batch file. The command lines for that are &amp;quot;start /w xcloader geoscape.exe &amp;quot;0&amp;quot;&amp;quot; and start /w xcloader tactical.exe &amp;quot;1&amp;quot;. Replacing xcloader with UFO Loader appears to work for tactical. The command line even appears to point UFO loader to the tactical exe since going into combat causes a problem. If I change the first xcloader call to &amp;quot;start /w xcloader&amp;quot; then the renamed UFO Loader finds the unsplit exe. Going into combat no longer fails like this, but it also prevents XcomUtil from running between phases. This does not prevent the running of XCU completely, but it will cause problems with some features, especially in the placement of soldiers in the new craft maps that XCU adds. Then again, by using the UFO Loader to use the original unsplit exe I believe that you are also bypassing all of XCU&#039;s modifications to the exe&#039;s as it probably does all those modifications to the geoscape and tactical exe&#039;s it created when splitting the exe. It may be possible to recombine those exe&#039;s or to find command line parameters that allow UFO Loader to load tactical.exe on it&#039;s own. The latter would probably be the best solution since it should allow XCU to function between phases.[[User:Mannon|Mannon]] 21:31, 29 March 2011 (EDT)&lt;br /&gt;
:Splitting of the exe is accomplished by first simply copying it with both of the destination filenames. Then sdump is run on each one using settings from XcomUtil.cfg to essentially transform each one into the geoscape only and battlescape only versions. The settings are available in the cfg, but not documented so I don&#039;t really understand them. Though... it is actually starting to make some sense as I compare the cfg to the sdump documentation in XcomUtil.txt. Seems like it would be possible to reverse the patch, though it might require first extracting the correct data from the unsplit version. Note: The split up geoscape.exe and tactical.exe are exactly the same size as the original ufo defense.exe, thus data was not removed by sdump, merely changed. I think the only change needed were to cause geoscape.exe to exit at the right time instead of going immediately to the battlescape, and for tactical.exe to go directly to battlescape loading the mission data like the old DOS version.[[User:Mannon|Mannon]] 22:01, 29 March 2011 (EDT)&lt;br /&gt;
::I believe that I have managed to get XcomUtil and UFO Extenter at least working together with a kludge. My method involves using modified versions of XcuSetup.bat and RunXcomW.bat and the creation of a new exe, (to avoid overwriting the original and keep it as a backup). RunXcomW.bat is changed to point to UFOLoader.exe instead of xcloader.exe and points UFOLoader at the new exe UFOmerge.exe. The second call of xcloader which normally initiates the battlescape has been simply disabled as it will never occur under my setup. The changes to XcuSetup.bat are also pretty simple. I allow it to copy the UFO exe into geoscape and tactical because XcomUtil.exe will only modify these exe&#039;s. But I disable the patching done to each via sdump which turns them into independent phases of the game. Then in every instance where XcuSetup calls XcomUtil to make a change to the exe&#039;s I insert a line after it that uses sdump to merge those exe&#039;s back into UFOmerge.exe. Viola! Theoretically this should allow XcomUtil to modify the UFO exe while still allowing UFO Extender to make it&#039;s own changes. However... Not all XcomUtil functions will work and some of them will flat out break because it cannot be called when switching phases of the game. So, for example, if you use the larger craft XCU includes then you could be in trouble since XCU cannot be run to place your soldiers properly. I suggest you stick to the normal number of soldiers each craft can carry. If I knew a way to make UFOLoader.exe compatible with tactical.exe then it should be possible to have full functionality. It actually works perfectly fine with geoscape.exe. Seb76, if you&#039;re around anymore I can provide you with exactly which bytes are altered in tactical.exe for both UFO and TFTD as they are in XcomUtil.cfg. After looking at the sdump documentation it&#039;s actually pretty straitforward. It basically uses hex numbers as commands specifying goto this address, write the next X bytes, skip the next X bytes, ect... I&#039;ll make my modified XcomUtil files available on my page if anybody asks for them. Now... to figure out how to disable the XcomUtil base disjoint bug fix. lol I think I&#039;d prefer the UFO Extender fix, and I like having the option to leave the bug in place and use it for tactical options.[[User:Mannon|Mannon]] 05:07, 30 March 2011 (EDT)&lt;br /&gt;
:::Kept getting sidetracked, but I finished that part and added it to XcuSetup.bat. All it took was adding the one line, &amp;quot;if exist maps\xbase_01.xcu xcopy maps\xbase_*.xcu maps\xbase_*.map /y&amp;quot; right after XcomUtil does it&#039;s map:cfg write. This only leaves the disjoint bug in xcom bases. I could revert the alien bases too, but I figure why bother doing that.[[User:Mannon|Mannon]] 10:56, 30 March 2011 (EDT)&lt;br /&gt;
::::NVM &#039;&#039;&#039;Skip all this and use XcomUtil 9.7.&#039;&#039;&#039; It works just fine with UFO Extender even with split exe&#039;s, and makes all the bug fixes optional too.[[User:Mannon|Mannon]] 06:40, 5 April 2011 (EDT)&lt;br /&gt;
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== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
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OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Could we get TUs (in current/max format) at the inventory screen while on a mission? It would greatly help with swapping weapons among soldiers.&lt;br /&gt;
&lt;br /&gt;
* Could we get little numbers [like on the screenshot of accuracy mod] showing how much TUs an action on the inventory screen would take? Some players (me, of course, included) can&#039;t really remember all that reloading from backpack or from a leg slot TUs. Also...&lt;br /&gt;
&lt;br /&gt;
* a &amp;quot;drop all&amp;quot; button, maybe?&lt;br /&gt;
&lt;br /&gt;
* Soldiers&#039; positioning in Skyranger is very good... but with the Avenger it is not so pretty. The ones at the top are not the ones closest to the trap door. Chooseable patterns, maybe?&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change alien equipment loadouts based on their ranks? As in, aliens use more varied equipment between ranks instead of everyone toting heavy plasmas and blasters.&lt;br /&gt;
** Soldiers would never progress beyond rifles. Yes, rifles don&#039;t have as much power as heavy plasmas but they ARE more accurate so X-COM guys would constantly have to be on the watch for snipers.&lt;br /&gt;
** Engineers keep using stunners because of the explosion hazard in the reactor chamber where they usually patrol.&lt;br /&gt;
** Navigators and Medics always stick to pistols (sidearms) because they&#039;re supposed to be &#039;&#039;&#039;non-combat personnel&#039;&#039;&#039;.&lt;br /&gt;
** Leaders are the only ones who use heavy plasmas in order to invoke what TVTropes calls &#039;&#039;&amp;quot;Authority Equals Asskicking&amp;quot;&#039;&#039;.&lt;br /&gt;
** Ditto with Commanders being the only ones toting blasters.&lt;br /&gt;
:This way people won&#039;t be forced to depend entirely on heavy plasmas if they don&#039;t want to waste Elerium on ammo manufacturing for guns the aliens stopped using months ago.--[[User:Amitakartok|amitakartok]] 01:58, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
* On the unlikely chance you&#039;re still working on the loader, a few more ideas for your consideration:&lt;br /&gt;
** Whenever a Zombie&#039;s health is below a certain threshold, there&#039;s a chance that the Zombie hatches into a Chryssalid at the end of each alien turn. The chance increases the lower the Zombie&#039;s health gets, ie. a Zombie at 1 HP would have a higher chance than one just barely skirting the threshold.&lt;br /&gt;
** Psionic aliens, aside from having a normal sight range, also get a shorter range within which they can detect enemies. This psionic detection works in every direction regardless of facing and even through walls, making it that much harder to sneak up on them. Optionally, psi-trained soldiers could gain the same ability while holding a probe, with detection range depending on psionic strength (although it shouldn&#039;t reveal the exact alien with weapon, only that someone&#039;s there. Like the motion detector).&lt;br /&gt;
** Suppressive fire: aliens knowing a soldier&#039;s location behind cover (terrain obstacle) gauge the obstacle&#039;s toughness, based on their intelligence. If the cover is weaker than what weapon the alien is holding AND the alien passes an intelligence check, the alien will auto-fire the weapon into the cover to get at the soldier behind it. Now, I don&#039;t know it this is actually possible to implement but it&#039;d make Ethereals with heavy plasmas that much scarier, ESPECIALLY when combined with the above.&lt;br /&gt;
*** Could be reversed as well: if the alien has low intelligence (hint: muton soldiers) and the cover is stronger, the alien will have a chance of wasting ammo trying to blast through.&lt;br /&gt;
** Related to the above: if the alien sees a soldier, the soldier fires at but does not kill the alien then breaks line of sight before the human turn is over causes the alien to undergo an intelligence check. If it passes, the alien primes a grenade to two turns and tosses it to the soldier&#039;s last seen location to flush him out.&lt;br /&gt;
*** Related to the above, not known if possible: primed grenades on the ground in a soldier&#039;s field of vision display how much time is left until detonation. If it is an alien grenade, it must be researched to see the timer. Alternatively, you can only see the timer while the soldier who primed it is selected (as he knows the setting).&lt;br /&gt;
** Meleeing with non-melee weapons (like pistol-whipping) gets physical damage and a damage multiplier to stun damage if the soldier is wearing powered armor.&lt;br /&gt;
** Similarly, heavily armored soldiers with both hands empty can still melee, albeit not do much damage (three hits to down a sectoid, for example).&lt;br /&gt;
** A really bastardly one: alien commanders purposely killing themselves (shooting themselves in the foot with a blaster or priming a grenade, throwing it to one hex next to themselves and stepping on it) to avoid capture if not stunned or mind-controlled in time. Could optionally be tied to morale.&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 16:05, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Soldier Colouration ===&lt;br /&gt;
&lt;br /&gt;
Not the most &amp;quot;practical&amp;quot; request in terms of changes to gameplay, but still something I feel would be pretty cool if incorporated. Basically, the option to have the battlescape engine display soldiers according to their race/hair colour, as according to their inventory screens, [http://www.strategycore.co.uk/forums/post-a1669-.html like this].&lt;br /&gt;
&lt;br /&gt;
The stored tactical [[PALETTES.DAT|palette]] is made up of 16 groups of 16 colours (256 total), in this order (though the last 16 colours are replaced with a grey-scale shade list at run-time, similar to the other fifteen groups - refer to the page on palette data for more info on that):&lt;br /&gt;
&lt;br /&gt;
[[image:5_BattleScapePal.Png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Solders are drawn using colours from three of these groups: One for their clothing (x50-x5F for overalls/power armor, xE0-xEF for personal armor), one for their skin (x60-x6F), and one for their hair (x90-x9F). Flying suits use a few extra colours, but they don&#039;t matter for the sake of this explanation (they don&#039;t show hair/skin anyways).&lt;br /&gt;
&lt;br /&gt;
With my [http://www.strategycore.co.uk/files/index.php?dlid=686 battlescape editor] I incorporated a feature where you could have the program redraw units on the fly (as per the screen shot), changing just the hair/skin colour. For example, to check to see if a colour index was supposed to represent hair, it simply checks if &amp;quot;(&#039;&#039;value&#039;&#039; &amp;amp; xF0) == x90&amp;quot;, and if so, it&#039;d add or subtract a certain figure to achieve the desired colour.&lt;br /&gt;
&lt;br /&gt;
Well, there&#039;s a bit more to it then that (males in personal armor have a different hair colour already), but I&#039;m sure the basic concept is obvious to you by this point. If you&#039;re interested, you can see a sample function in a file included in my toolkit - &amp;quot;bb_tact\UnitDrawer.java&amp;quot;, line 384. It&#039;s not exactly well documented, but if you check the hair/skin arrays it refers to, it should be fairly obvious what it does. While the program is running, the &amp;quot;characteristics&amp;quot; variable is set to &amp;quot;true&amp;quot; by tapping C on your keyboard. Of course, I&#039;ve no idea how the actual game deals with drawing soldiers, but I assume it decompresses every [[Image_Formats#PCK|PCK]] image every time it wants to draw it, same as my code does.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:46, 4 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:::I second that, it would be great if this could be fixed. [[User:Rovlad|Rovlad]] 17:45, 13 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Solved on Win7 for the most recent version: Program Properties dialog has an &amp;quot;unblock&amp;quot; button.  Unblocking allows the program to survive being alt-tabbed away from. -- [[User:Zaimoni|Zaimoni]] 22:03, 24 June 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hi Seb, I&#039;ve been playing the UFO series since the beginning but just joined this wiki. I&#039;ve tried just about every mod there is for these games, and I must say, yours is one of the best as far as creating a &amp;quot;more complete&amp;quot; and stimulating game experience. My question is in regards to your &amp;quot;Heavy Laser&amp;quot; mod. I liked what you did by creating new &amp;quot;abilities&amp;quot; for the weapon with the Full auto and Burst fire mode, but every time I play I can&#039;t help but think that it just doesn&#039;t belong to the Heavy Laser as a weapon. I always envisioned the Heavy Laser as more of a long range &amp;quot;Sniper&amp;quot; support weapon, and I like the mod that the X-ComUtil added that gave the Heavy Laser a new life by increasing the accuracy and damage of the weapon making it one of the best Sniper weapons available (even if it is heavy to lug around) as well as finaly giving my troops a greatly needed new weapon for disposing of those pesky sectopods (on any difficulty). I do, however, think that the new fire modes (full auto and burst fire) would be a perfect addition to the Auto-Cannon. The in game image alone has always brought to mind a &amp;quot;mini-gun&amp;quot; type weapon that should be capable of very rapid fire, but at the expense of accuracy due to the encumbering nature of the beastly AC. I never liked how the AC seemed like a generic Heavy Cannon with less damage and only the added auto shot function. Also, I always wondered why that weapon even had an &amp;quot;Aim&amp;quot; function. Who&#039;s going to sit there trying to carefully aim a Gatling Gun? Nobody... that&#039;s who, you use a weapon like that for mass devistation and shock value, PERIOD! This is why I think that your mod to the Heavy Laser should be reconsidered for the Auto-Cannon. I think, at the very least, it will give people a reason to use the AC in the mid to late portion of the game, and being that it still has weak stats compaired to other weapons, it&#039;s not going to be overpowered or infringe on the use of specialty weapons (I think the Heavy Laser with full auto and burst fire is a little un-balanced due to its considerably higher power). If you don&#039;t agree that&#039;s fine, but since I&#039;m not very knowledgeable about game programing, I was wondering if you could at least give me a hint on how to create similar weapon functions for other weapons, cause I&#039;d like to at least try it out for myself. Thanks for any help you can give me and keep up the good work, you&#039;re mod is awesome.&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I can comfirm this result. (Steam release) --[[User:Necuno|Necuno]] 08:13, 29 July 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hi there&lt;br /&gt;
:I&#039;m having the exact same problem with the Soldier&#039;s Stats window on Battlescape: If I ever click the area 16, the game crashes to desktop. (The error is always the same)&lt;br /&gt;
:[[File:Crashmq.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is my current UFOExtender.ini configuration: http://www.4shared.com/file/GwpZmHJ8/UFOExtender_CONFIG.html&lt;br /&gt;
&lt;br /&gt;
EDIT: I unchecked every single option, it seems it has nothing to do with the UFOExtender.ini, it&#039;s something related to soldier&#039;s stats data, maybe? Any ideas?&lt;br /&gt;
--[[User:Nekrocow|Nekrocow]] 02:42, 21 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Are you using the extender alone or with XCOMUTIL?  If alone, have you tried recreating the error without extender running?  The error code only tells me that somehow the program is being told to access an empty register that should have the reference for the current solider instead. [[User:Morgan525|Morgan525]] 09:24, 23 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
:After the first month the game creates a mission per month, up to the 6th where it generates 2. I guess a mission starts immediatly, there is no timing added for its first ship. [[User:Seb76|Seb76]] 15:18, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mission starts not immediately. often time to arrive to survey ship (first sub) about 10-15 days.&lt;br /&gt;
1-st day of month at 0-00 we can see it time at Missions.dat but wants to know average time similarly such average time for other subs from alien data mission at executable if possible.&lt;br /&gt;
&lt;br /&gt;
What is exactly 6-th? mission from Probe to Colony Expansion? or from January to June?&lt;br /&gt;
:Yep, 6th month. [[User:Seb76|Seb76]] 20:04, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
what happens after 6-th month June?&lt;br /&gt;
&lt;br /&gt;
I so sorry for reminder and bother you, but don&#039;t you know it? ((&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
And I precise too one &#039;&#039;&#039;mainly moment&#039;&#039;&#039;. Whether there must be the opened bracket after the sign of multiplication? Because if no, then right interpretation formule in Superhuman example such: Rand*100&amp;gt;4*24=96-6=90 and that means that retaliation mission would be sheduled in 10 cases from 100.&lt;br /&gt;
IF there must be opened bracket then rand*100&amp;gt;4*(24-6)=4*18=72 wouid be sheduled in 28 cases from 100&lt;br /&gt;
What is this versions is right?&lt;br /&gt;
&lt;br /&gt;
Then needs clarification for second formula yours. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from.&lt;br /&gt;
What logical operator there? should it be too greater-than or less-than?&lt;br /&gt;
&lt;br /&gt;
You have found later formules about activation retaliation mission (if we shotdown alien craft)&lt;br /&gt;
Where exactly in assembler is subprogram that determines it? What address/offset of it?&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank tou very much for this clarification. I found this offset in TFTD even. Changed, checked - it works.&lt;br /&gt;
You are greatly people!&lt;br /&gt;
&lt;br /&gt;
== Roswell mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;br /&gt;
:Hum, I gave it some shots but could not reproduce your problem. Anyone experiencing the same problem? [[User:Seb76|Seb76]] 15:36, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Here&#039;s the [http://rovlad.nm.ru/GAME_1.zip savegame]. Let me know if it works fine for you. [[User:Rovlad|Rovlad]] 21:47, 30 April 2010 (EDT)&lt;br /&gt;
:Looks like the CRAFT.DAT entry is not cleared when a new craft is created and the offset 0x64 could be garbage till the craft is detected by a base/another ship. Since I bypass the detection when &amp;quot;crashing&amp;quot; a UFO, it is possible the &amp;quot;HWD detected&amp;quot; flag is set randomly, producing a full report. I&#039;ll clear the bit and we&#039;ll see if it corrects the issue, just wait for the next release. Thanks for providing the savegame BTW. [[User:Seb76|Seb76]] 14:22, 5 May 2010 (EDT)&lt;br /&gt;
::You&#039;re more than welcome. Fantastic job on the extender, keep up the good work. [[User:Rovlad|Rovlad]] 19:04, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ALIEN RACE SPAWN == &lt;br /&gt;
&lt;br /&gt;
Your post: In EU, the race is based off a lookup table starting at offset 0x46E53C (containing 300 entries).&lt;br /&gt;
&lt;br /&gt;
Offset-0x46E53C is absent. Is one symbol odd?&lt;br /&gt;
&lt;br /&gt;
Your posr:The table is made up of 10 entries lines.&lt;br /&gt;
&lt;br /&gt;
It means that this bit of array has 10 rows width of 30 bytes. is right?&lt;br /&gt;
&lt;br /&gt;
What is means this 10 entries lines? Can you copy 2-3 lines from exe and explain that means known for you offsets in line?As simiilarly as you done for alien data mission in file Missions.dat&lt;br /&gt;
Can you get more particularly answer about values it this array?(naturally if know it)&lt;br /&gt;
:0x46E53C is the address in memory. In the file it should be 0x6E53C (UFO Gold edition).&lt;br /&gt;
:The begining starts like this:&lt;br /&gt;
 .data:0046E53C byte_46E53C db 0, 0, 0, 0, 0, 0, 0, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E53C                                                                       ; DATA XREF: CreateAlienMission+15B�r&lt;br /&gt;
 .data:0046E546 db 0, 0, 0, 0, 0, 1, 1, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E550 db 0, 0, 0, 0, 0, 0, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E55A db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E564 db 0, 0, 0, 1, 1, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E RaceForTerrorMission db 0, 0, 0, 4, 4, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E                                                                       ; DATA XREF: GeoPerformMonthlyActions+15E�r&lt;br /&gt;
 .data:0046E578 db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E582 db 0, 0, 0, 0, 0, 0, 1, 4, 4, 4         ; 0&lt;br /&gt;
:till the end:&lt;br /&gt;
 .data:0046E67C db 0, 1, 1, 2, 2, 2, 3, 3, 2, 4         ; 0&lt;br /&gt;
 .data:0046E686 db 0, 0, 1, 1, 1, 2, 2, 3, 3, 4         ; 0&lt;br /&gt;
 .data:0046E690 db 0, 1, 2, 2, 2, 2, 3, 3, 4, 4         ; 0&lt;br /&gt;
:As you can see, at the begining you&#039;ll get tons of sectoids (0), a few floaters (4) and even less snakemen (1).&lt;br /&gt;
:At the end, you&#039;ll get ethereals (2) one time out of two. Also note that for terror missions, the line is taken a bit farther than normal missions, which means that you&#039;ll get stronger aliens sooner in terror missions. HTH, [[User:Seb76|Seb76]] 13:36, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thank you greatly for your detailed answer ...&lt;br /&gt;
I want a few more precise ...&lt;br /&gt;
I right understand? I guessed That line 1 - is used for January mission Research? Line 2 - Jan Harvest? Line 3- Jan-Abduction Line 6- January Terror?&lt;br /&gt;
What define Line 7?&lt;br /&gt;
Line 8 - is February Research? &lt;br /&gt;
&lt;br /&gt;
According to - Line 13 -Feb terror? Line 20 - March terror? Line 27 -April Terror? Line 34- May terror? that sequence and guesses is right?&lt;br /&gt;
&lt;br /&gt;
And question 2) does affect score to choose the value among values in line? How differ choose values in line at the level superhuman and level beginner ?&lt;br /&gt;
If you know, naturally, I would be greatly thanks to you for this wonderful magic help.&lt;br /&gt;
&lt;br /&gt;
== Research tree in executable ==&lt;br /&gt;
&lt;br /&gt;
Do you know location (starting offset) of research tree in EU?  and how much entries it contains ? and what means values within this array?&lt;br /&gt;
&lt;br /&gt;
Very great thank in advance for this help to you&lt;br /&gt;
:The research tree is not stored as a data array but is a hardcoded sequence of &amp;quot;if this is already researched and that is also researched and such item is in the inventory, then enable this research&amp;quot;. Modding this would require a complete reengineering, not just patching. Still feasible though. [[User:Seb76|Seb76]] 13:25, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
What is starting offset (ce version) of this hardcoded sequence? and what is latest offset of it? what is length of one sequence? If possible -what is structure of it briefly? (how much bytes to tech requirements, how much bytes to items requrements)&lt;br /&gt;
&lt;br /&gt;
Thank you for this help &#039;&#039;&#039;VERY VERY GREAT&#039;&#039;&#039;&lt;br /&gt;
:As I said, there are no *sequences* but just a cascade of hardcoded ifs:&lt;br /&gt;
:[[Image:Research.png]]&lt;br /&gt;
:If you want to take a look, the function begins at address 0x446A0. [[User:Seb76|Seb76]] 07:28, 24 May 2010 (EDT)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Seb76, you are GREAT GENIUS!!!! GREATLY RESPECT FOR YOU!!! THANKS FOR YOU VERY VERY MUCH!!!&#039;&#039;&#039;&lt;br /&gt;
I have found research tree in TFTD too with your help. Now I can do some changes in it.&lt;br /&gt;
Maybe do you know, how can I find subprogram that run 1-st day of any month in assembler code of game?&lt;br /&gt;
This subprogram determines new mission&#039;s month and terror ship route (in TFTD)&lt;br /&gt;
There is not in EU terror ship route, I know. But If you know and tell me - what is subprogram in EU that runs 1-st day of any month, I would be able to edit probability of terror ship route in TFTD.&lt;br /&gt;
Greatly thanks in advance to you dear Seb76!&lt;br /&gt;
:In EU, monthly actions start here:&lt;br /&gt;
  .text:0043B9B0                               GeoPerformMonthlyActions proc near      ; CODE XREF: GeoIncrementDayAndDoMonthlyActions:loc_4420C1�j&lt;br /&gt;
:HTH, [[User:Seb76|Seb76]] 16:31, 28 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Any way to slow down geoscape time? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to slow down geoscape time progression on fast computers, esp. multiprocessor ones, where it is impossible to significantly slow it down using utilites like MoSlo and Turbo?--[[User:AVE|AVE]] 03:01, 5 May 2010 (EDT)&lt;br /&gt;
:Did you try enabling D3D? If you&#039;re drivers are configured to wait VSync, it should limit the game speed (well, if you use a CRT@120Hz it&#039;ll still be too fast I guess...). Also is it still too fast if you put it windowed? (enabling both D3D and D3D Windowed options) [[User:Seb76|Seb76]] 13:19, 5 May 2010 (EDT)&lt;br /&gt;
::Yes, both D3D and D3D Windowed are enabled. This is even more surprising, because it shows the same results on two different computers (Dual Core one and simple P4Celeron) with different video cards (NVidia and ATI). Both have vsync explicitly enabled. LCD@60Hz both. Also I&#039;ve tried to use different combinations of Video Pitch, D3D, D3DWin and HQ4x settings - no luck. [[User:AVE|AVE]] 04:20, 6 May 2010 (EDT)&lt;br /&gt;
:Personally I&#039;ve never been able to reproduce this &amp;quot;CE game running too fast&amp;quot; thing people keep harping on about. Perhaps I just have a different perception as to what &amp;quot;too fast&amp;quot; means.&lt;br /&gt;
&lt;br /&gt;
:Anyways, I know [http://www.strategycore.co.uk/files/index.php?dlid=474 Mok&#039;s patched executable] includes a timer hack for the Geoscape, but I found that makes it run far too slow for my taste. Not sure off the top of my head whether it works with Seb&#039;s loader, either - you&#039;d probably need to at the very least need to rename Mok&#039;s executable to replace the original in order to try it that way. - [[User:Bomb Bloke|Bomb Bloke]] 05:14, 6 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some problem with edit research tree ==&lt;br /&gt;
&lt;br /&gt;
I want to add new 20-30 commands to research tree. I wrote this subprogram. How can I add it to game?&lt;br /&gt;
I tried to write &amp;quot;call sub&amp;quot; instead useless 5 bytes in subrogram research tree. I checked in IDA after it, all other commands is preserved. &lt;br /&gt;
And I placed my new subprogram after latest byte of executable file. But game is crashed.&lt;br /&gt;
I tried to place my new subprogram after all subprograms and before first byte of idata, but game is crashed too.&lt;br /&gt;
All indexes in subprogram was exactly. &lt;br /&gt;
in second case  IDA displayed &amp;quot;sp-analysis failed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Where and how can I placed my new subprogram that will be addition to current subpogram research tree?&lt;br /&gt;
:To add new code, you need to modify the PE header of the exe file accordingly. I&#039;m not quite knowledgeable regarding the procedure (that&#039;s one of the reasons why I made a loader instead of patching the file directly) so you&#039;re gonna have to find help somewhere else on this one. [[User:Seb76|Seb76]] 16:36, 28 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Update to IDA database ==&lt;br /&gt;
&lt;br /&gt;
Hey again Seb76 :)&lt;br /&gt;
&lt;br /&gt;
After a long time I&#039;ve come back to your extender, dusted off my copy of VC Express, and decided I&#039;d have another go at doing some UFO modding (don&#039;t ask how the first attempt went; it&#039;s not pretty! :p )&lt;br /&gt;
&lt;br /&gt;
I&#039;m assuming you&#039;ve probably updated the IDA database since last time I asked. Would be extremely grateful if I could get the latest version.&lt;br /&gt;
&lt;br /&gt;
Thanks for all the hard work, staring at assembly code all day is no joke! --[[User:K9wazere|K9wazere]] 18:07, 6 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Arf, didn&#039;t realise I could send you an email, so this new section on your talk page is a bit redundant now :p Oh well, maybe someone else will want the file too!&lt;br /&gt;
&lt;br /&gt;
== Line of Sight Origin Points ==&lt;br /&gt;
&lt;br /&gt;
Hiya.&lt;br /&gt;
&lt;br /&gt;
A while back you mentioned the co-ords for the [[User talk:Bomb Bloke:Firing Accuracy#Firing Point Origin|firing point origin]]. The zpos is calculated according to the unit&#039;s effective height, and the x/ypos co-ords come from look-up tables depending on which way the unit is facing.&lt;br /&gt;
&lt;br /&gt;
I was wondering, are these same two tables used for the purpose of line of &#039;&#039;sight?&#039;&#039; And by any chance could you find the formula for the initial LOS zpos?&lt;br /&gt;
&lt;br /&gt;
Any help would be appreciated, as usual. There are many other obvious questions around this issue (such as where the &#039;&#039;end&#039;&#039; point for these lines is), though the origin would be a good start. - [[User:Bomb Bloke|Bomb Bloke]] 07:44, 24 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Training Stat Request ==&lt;br /&gt;
&lt;br /&gt;
Hi there.&lt;br /&gt;
&lt;br /&gt;
In the Equipment screen where the Weight and TUs are displayed during battle, would it be possible to also include the current unit&#039;s number of Reaction shots, Hits, Psi attempts and (possibly) Throws?  Possibly along the bottom in a horizontal string where there&#039;s room?&lt;br /&gt;
&lt;br /&gt;
== Source code problem ==&lt;br /&gt;
&lt;br /&gt;
Greetings.  Thanks so much for all the work you put into this.  You really improved on an already great game.&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
Now I want to take a whack at the source code, but I&#039;ve run into some problems.  I downloaded the 3 April 2010 source code file and tried to get it to compile.  It complains about several missing files:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1&amp;gt;  moreobjects.cpp&lt;br /&gt;
1&amp;gt;c1xx : fatal error C1083: Cannot open source file: &#039;moreobjects.cpp&#039;: No such file or directory&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So it seems to be missing moreobjects.cpp.  Did this file get left out of the zip?&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
(Edited question because I figured out the directx file I was missing.)&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Okay, so just scratch all that.  It appears moreobjects.cpp was some leftover cruft that isn&#039;t actually used.  Well, at least, not to the point I&#039;ve gotten.  :)&lt;br /&gt;
&lt;br /&gt;
So to document for anyone else, just remove moreobjects.cpp from the project.  And for all the dx3d stuff, you&#039;ll need to download the DX SDK from [http://msdn.microsoft.com/en-us/directx here] and install it.  It should produce a directory of includes.  You then need to go into the VC project and add that include directory (if it doesn&#039;t do it automatically for you).&lt;br /&gt;
&lt;br /&gt;
After doing all all that, I got the project up and going.  Thanks again for providing the source! -- [[User:Nadir|Nadir]] 01:26, 8 June 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UfoPaedia Craft Weapons&#039; Accuracy Bug  ==&lt;br /&gt;
Seb,&lt;br /&gt;
Thanks for making such a useful utility.  Not only has it made the game more enjoyable for me but looking at your source code for the loader has helped me to understand assembly language much faster than if I were to attempt it on my own.  I was able to track down the problem byte for the craft weapons in Ufopaedia. Feel free to include this into your loader if you like:&lt;br /&gt;
&lt;br /&gt;
.text 45B2CC: 0F BF 4E &#039;&#039;&#039;04&#039;&#039;&#039;  // movsx   ecx, word ptr [esi+4]&lt;br /&gt;
Regards,&lt;br /&gt;
[[User:Morgan525|Morgan525]] 22:40, 7 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I&#039;m not familiar with the Steam setup.  If my understanding is correct, the usual Steam setup is to run the game through DOSbox. UF0loader doesn&#039;t work for DOS (only with the CE version). Check and see if you have a UFO Defense.exe in the same folder.  IF so, you could use the loader and make a new shortcut to the UFOloader program (which will then load UFO Defense.exe)[[User:Morgan525|Morgan525]] 04:54, 5 April 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. [[User:Spike|Spike]] 10:57, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjusting animation speed ==&lt;br /&gt;
&lt;br /&gt;
Great thanks to making this great software.&lt;br /&gt;
I have several questions and requests for enhancing this program.&lt;br /&gt;
&lt;br /&gt;
I would like to change the animation speed of cursor, smoke and other objects in battlefield, since I think the animation speed of cursor and smoke are still too fast, and other animations such as internal objects in UFO are extremly fast!(Currently cannot be changed.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;1. Is it possible to adjust or change the animation speed of cursor and smoke?&amp;lt;/s&amp;gt;&lt;br /&gt;
==&amp;gt; OKAY, I have compiled the source code properly and I am able to change the animation speed of cursor and smoke.&lt;br /&gt;
&lt;br /&gt;
2. Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?&lt;br /&gt;
&lt;br /&gt;
--[[User:Xcomplayer|Xcomplayer]] 20:51, 24 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have the same issue, I&#039;m quite fond of arctic bases but the water animation speed is hilarious. -- [[User:Splicer|Splicer]] 00:33, 01 February 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
Have you guys tried adjusting the MaxFPS in the INI to something like 60~75?  I found that this fixes a lot of the speed issues without the need for the other patches.  [[User:Morgan525|Morgan525]] 05:56, 22 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Music patch problem ==&lt;br /&gt;
I seem to have an issue with the music patch. When I originally installed the loader months ago, everything worked flawlessly. Now however, the game crashes upon entering the main menu. To track down the problem, I enabled first the intro then the language selector screen; no problems with either. In the process, I discovered that the problem is with the music: if I disable it, the game loads properly. If enabled, the loader exits without an error message upon entering the main menu. I did a full reinstall of the game, didn&#039;t work. The only other thing I&#039;ve changed away from the fully working configuration is an upgrade from WinXP to Win7 (VC++2010 is installed).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s my [Music] section&#039;s contents:&lt;br /&gt;
 [Music]&lt;br /&gt;
 Apply=1&lt;br /&gt;
 Source=MP3&lt;br /&gt;
 ;Source=PSX CD&lt;br /&gt;
 &lt;br /&gt;
 CD Drive=F&lt;br /&gt;
 &lt;br /&gt;
 MP3 Folder=SOUND&lt;br /&gt;
 Battlescape=Battlescape.mp3&lt;br /&gt;
 Start Menu=Defeat.mp3&lt;br /&gt;
 Bad Ending=Defeat.mp3&lt;br /&gt;
 Good Ending=Dogfight.mp3&lt;br /&gt;
 Geoscape=Geoscape1.mp3;Geoscape2.mp3;Geoscape3.mp3;Geoscape4.mp3&lt;br /&gt;
 Dogfight=Dogfight.mp3&lt;br /&gt;
 Mission Debriefing=Debriefing.mp3&lt;br /&gt;
 UFO Assault=Briefing1.mp3&lt;br /&gt;
 Base Defense=Briefing2.mp3&lt;br /&gt;
 Base Attack=FinalBriefing.mp3&lt;br /&gt;
 Mars=FinalBriefing.mp3&lt;br /&gt;
 Terror Mission=Briefing2.mp3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All the files exist and all settings here unchanged from the time they worked. I have NO idea what&#039;s going on. Additionally, if the patch is disabled, the game only has music in the main menu and nowhere else until Alt-Tabbed out and back at least once.--[[User:Amitakartok|amitakartok]] 12:53, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Try these settings and see what happens:&lt;br /&gt;
&lt;br /&gt;
:Battlescape=*Battlescape*.mp3&lt;br /&gt;
:Start Menu=*Final Briefing*.mp3&lt;br /&gt;
:Bad Ending=*Final Briefing*.mp3&lt;br /&gt;
:Good Ending=*Dogfight*.mp3&lt;br /&gt;
:Geoscape=*Geoscape*.mp3&lt;br /&gt;
:Dogfight=*Dogfight*.mp3&lt;br /&gt;
:Mission Debriefing=*Debriefing*.mp3&lt;br /&gt;
:UFO Assault=*Briefing1.mp3&lt;br /&gt;
:Base Defense=*Briefing2.mp3&lt;br /&gt;
:Base Attack=*Briefing1.mp3&lt;br /&gt;
:Mars=*Debriefing*.mp3&lt;br /&gt;
:Terror Mission=*Briefing2.mp3&lt;br /&gt;
:&lt;br /&gt;
:Also, what version of the loader are you using? I am concerned when you say that you get no music without the patch: that should mean the game is using the default midi files (this is the Windows version?). If your not getting music with the midi files, what happens if you run w/o the extender?[[User:Morgan525|Morgan525]] 13:19, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There is MIDI music but it only starts to play after I Alt-Tab out of the game; it stops again during the next Geoscape/Battlescape transition. Without the loader, I get no graphic output whatsoever and it gives up after a few seconds, producing the generic Windows error message about the executable having stopped working. Also, tried your lines above, didn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
::One more thing: I read it elsewhere on the net that the patch works with OGG files too, once the INI file is edited with proper filenames; it allegedly fixes some music-related crashes as well. I&#039;m trying it out now.--[[User:Amitakartok|amitakartok]] 08:06, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Alright, tried out the OGGs and the loader now crashes at 0x754CD36F with error 0x406D1388. So much for that.--[[User:Amitakartok|amitakartok]] 09:21, 23 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=36881</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=36881"/>
		<updated>2012-09-23T13:09:31Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Music patch problem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
&lt;br /&gt;
(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
&lt;br /&gt;
Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
&lt;br /&gt;
Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
&lt;br /&gt;
: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
&lt;br /&gt;
Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Game Crashes when researching &#039;Sectoid Medic&#039; ==&lt;br /&gt;
&lt;br /&gt;
Hey, not sure where to put this since you aren&#039;t providing any means of contacting you but I have a save where in the event I research a &#039;Sectoid Medic&#039; it crashes along with this error:&lt;br /&gt;
&lt;br /&gt;
XCOM crashed at 0x440057 with error 0xC0000005 trying to access 0x0000012B&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
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Hi, is it in any way possilbe to run the Extender in Win98? I just set up an old machine with it and wanted to give it a try but as you said above, it won&#039;t work with Win9x. But is there a way to manually mod the game? I am asking becaus on my WinXP Machine the game often crahes in battlescape and that really sucks =(--[[User:Skaw847|Skaw847]] 19:28, 21 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
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:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
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:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
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:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
:::I for one am a huge fan of XcomUtil, though I&#039;m now also a huge fan of UFO Extender! I&#039;m really hoping I can get the two to play nice. I was up until now playing a dos version, myself. Mainly because the version I bought years and years ago was the DOS version on CD and it still worked via dosbox, which also has several filters similar to your HQ4x. (Some run a little faster and I think they can run in a window while I can&#039;t get HQ4x to run windowed at all. I don&#039;t mind that so much, though the game runs noticeably slower when I run HQ4x and I prefer to run windowed these days so I can more easily multitask. Still I LOVE UFO Extender so I switched to the Windows version just for this.) Some of XcomUtil&#039;s features only work in the DOS version with split exe&#039;s because it goes back into the batch file and allows XcomUtil to play with things when switching from Geoscape to Battlescape and vice versa. But, it&#039;s not that big a deal for me. UFO Loader&#039;s feature list is more than robust enough to give that up. As for the sounds the Windows CE versions changed a lot of the sound effects. If you&#039;re used to this version then it&#039;s Np, but if you played the DOS version and got used to it then it&#039;s VERY off putting. Luckily it&#039;s easy to patch it back to the DOS sound effects. The &amp;quot;Enemy Unknown Extended&amp;quot; page here lays out an install that includes UFO Extender, the original DOS sounds, ect... It&#039;s a good place to start. Anyway, great tool. Now let&#039;s see if I can get these to play nice.[[User:Mannon|Mannon]] 04:40, 27 March 2011 (EDT) (I keep forgetting to sign things... too used to forums instead of discussion pages.)&lt;br /&gt;
::::Facinatingly XcomUtil actually DOES split the CE&#039;s executable into geoscape.exe and tactical.exe! It uses it&#039;s own sdump utility to do this during the setup batch file. I misread the above. XcomUtil splits them to preserve it&#039;s fuctionality so that it can use the batch file to knit them together like in the original DOS version and insert it&#039;s own exe into the mix. This does not make the windows exe run in DOS of course, but it does allow XcomUtil to keep it&#039;s functionality. I have to assume it really screws up UFO Extender, though... ;-( [[User:Mannon|Mannon]] 21:31, 29 March 2011 (EDT)&lt;br /&gt;
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Decided to look into this as there are a few XcomUtil features I like that aren&#039;t reproduced in UFO Extender. XCU does indeed split the exe. It also modifies both of the split exe&#039;s. It still loads both via fodder&#039;s loader when running them from the batch file. The command lines for that are &amp;quot;start /w xcloader geoscape.exe &amp;quot;0&amp;quot;&amp;quot; and start /w xcloader tactical.exe &amp;quot;1&amp;quot;. Replacing xcloader with UFO Loader appears to work for tactical. The command line even appears to point UFO loader to the tactical exe since going into combat causes a problem. If I change the first xcloader call to &amp;quot;start /w xcloader&amp;quot; then the renamed UFO Loader finds the unsplit exe. Going into combat no longer fails like this, but it also prevents XcomUtil from running between phases. This does not prevent the running of XCU completely, but it will cause problems with some features, especially in the placement of soldiers in the new craft maps that XCU adds. Then again, by using the UFO Loader to use the original unsplit exe I believe that you are also bypassing all of XCU&#039;s modifications to the exe&#039;s as it probably does all those modifications to the geoscape and tactical exe&#039;s it created when splitting the exe. It may be possible to recombine those exe&#039;s or to find command line parameters that allow UFO Loader to load tactical.exe on it&#039;s own. The latter would probably be the best solution since it should allow XCU to function between phases.[[User:Mannon|Mannon]] 21:31, 29 March 2011 (EDT)&lt;br /&gt;
:Splitting of the exe is accomplished by first simply copying it with both of the destination filenames. Then sdump is run on each one using settings from XcomUtil.cfg to essentially transform each one into the geoscape only and battlescape only versions. The settings are available in the cfg, but not documented so I don&#039;t really understand them. Though... it is actually starting to make some sense as I compare the cfg to the sdump documentation in XcomUtil.txt. Seems like it would be possible to reverse the patch, though it might require first extracting the correct data from the unsplit version. Note: The split up geoscape.exe and tactical.exe are exactly the same size as the original ufo defense.exe, thus data was not removed by sdump, merely changed. I think the only change needed were to cause geoscape.exe to exit at the right time instead of going immediately to the battlescape, and for tactical.exe to go directly to battlescape loading the mission data like the old DOS version.[[User:Mannon|Mannon]] 22:01, 29 March 2011 (EDT)&lt;br /&gt;
::I believe that I have managed to get XcomUtil and UFO Extenter at least working together with a kludge. My method involves using modified versions of XcuSetup.bat and RunXcomW.bat and the creation of a new exe, (to avoid overwriting the original and keep it as a backup). RunXcomW.bat is changed to point to UFOLoader.exe instead of xcloader.exe and points UFOLoader at the new exe UFOmerge.exe. The second call of xcloader which normally initiates the battlescape has been simply disabled as it will never occur under my setup. The changes to XcuSetup.bat are also pretty simple. I allow it to copy the UFO exe into geoscape and tactical because XcomUtil.exe will only modify these exe&#039;s. But I disable the patching done to each via sdump which turns them into independent phases of the game. Then in every instance where XcuSetup calls XcomUtil to make a change to the exe&#039;s I insert a line after it that uses sdump to merge those exe&#039;s back into UFOmerge.exe. Viola! Theoretically this should allow XcomUtil to modify the UFO exe while still allowing UFO Extender to make it&#039;s own changes. However... Not all XcomUtil functions will work and some of them will flat out break because it cannot be called when switching phases of the game. So, for example, if you use the larger craft XCU includes then you could be in trouble since XCU cannot be run to place your soldiers properly. I suggest you stick to the normal number of soldiers each craft can carry. If I knew a way to make UFOLoader.exe compatible with tactical.exe then it should be possible to have full functionality. It actually works perfectly fine with geoscape.exe. Seb76, if you&#039;re around anymore I can provide you with exactly which bytes are altered in tactical.exe for both UFO and TFTD as they are in XcomUtil.cfg. After looking at the sdump documentation it&#039;s actually pretty straitforward. It basically uses hex numbers as commands specifying goto this address, write the next X bytes, skip the next X bytes, ect... I&#039;ll make my modified XcomUtil files available on my page if anybody asks for them. Now... to figure out how to disable the XcomUtil base disjoint bug fix. lol I think I&#039;d prefer the UFO Extender fix, and I like having the option to leave the bug in place and use it for tactical options.[[User:Mannon|Mannon]] 05:07, 30 March 2011 (EDT)&lt;br /&gt;
:::Kept getting sidetracked, but I finished that part and added it to XcuSetup.bat. All it took was adding the one line, &amp;quot;if exist maps\xbase_01.xcu xcopy maps\xbase_*.xcu maps\xbase_*.map /y&amp;quot; right after XcomUtil does it&#039;s map:cfg write. This only leaves the disjoint bug in xcom bases. I could revert the alien bases too, but I figure why bother doing that.[[User:Mannon|Mannon]] 10:56, 30 March 2011 (EDT)&lt;br /&gt;
::::NVM &#039;&#039;&#039;Skip all this and use XcomUtil 9.7.&#039;&#039;&#039; It works just fine with UFO Extender even with split exe&#039;s, and makes all the bug fixes optional too.[[User:Mannon|Mannon]] 06:40, 5 April 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Could we get TUs (in current/max format) at the inventory screen while on a mission? It would greatly help with swapping weapons among soldiers.&lt;br /&gt;
&lt;br /&gt;
* Could we get little numbers [like on the screenshot of accuracy mod] showing how much TUs an action on the inventory screen would take? Some players (me, of course, included) can&#039;t really remember all that reloading from backpack or from a leg slot TUs. Also...&lt;br /&gt;
&lt;br /&gt;
* a &amp;quot;drop all&amp;quot; button, maybe?&lt;br /&gt;
&lt;br /&gt;
* Soldiers&#039; positioning in Skyranger is very good... but with the Avenger it is not so pretty. The ones at the top are not the ones closest to the trap door. Chooseable patterns, maybe?&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change alien equipment loadouts based on their ranks? As in, aliens use more varied equipment between ranks instead of everyone toting heavy plasmas and blasters.&lt;br /&gt;
** Soldiers would never progress beyond rifles. Yes, rifles don&#039;t have as much power as heavy plasmas but they ARE more accurate so X-COM guys would constantly have to be on the watch for snipers.&lt;br /&gt;
** Engineers keep using stunners because of the explosion hazard in the reactor chamber where they usually patrol.&lt;br /&gt;
** Navigators and Medics always stick to pistols (sidearms) because they&#039;re supposed to be &#039;&#039;&#039;non-combat personnel&#039;&#039;&#039;.&lt;br /&gt;
** Leaders are the only ones who use heavy plasmas in order to invoke what TVTropes calls &#039;&#039;&amp;quot;Authority Equals Asskicking&amp;quot;&#039;&#039;.&lt;br /&gt;
** Ditto with Commanders being the only ones toting blasters.&lt;br /&gt;
:This way people won&#039;t be forced to depend entirely on heavy plasmas if they don&#039;t want to waste Elerium on ammo manufacturing for guns the aliens stopped using months ago.--[[User:Amitakartok|amitakartok]] 01:58, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
* On the unlikely chance you&#039;re still working on the loader, a few more ideas for your consideration:&lt;br /&gt;
** Whenever a Zombie&#039;s health is below a certain threshold, there&#039;s a chance that the Zombie hatches into a Chryssalid at the end of each alien turn. The chance increases the lower the Zombie&#039;s health gets, ie. a Zombie at 1 HP would have a higher chance than one just barely skirting the threshold.&lt;br /&gt;
** Psionic aliens, aside from having a normal sight range, also get a shorter range within which they can detect enemies. This psionic detection works in every direction regardless of facing and even through walls, making it that much harder to sneak up on them. Optionally, psi-trained soldiers could gain the same ability while holding a probe, with detection range depending on psionic strength (although it shouldn&#039;t reveal the exact alien with weapon, only that someone&#039;s there. Like the motion detector).&lt;br /&gt;
** Suppressive fire: aliens knowing a soldier&#039;s location behind cover (terrain obstacle) gauge the obstacle&#039;s toughness, based on their intelligence. If the cover is weaker than what weapon the alien is holding AND the alien passes an intelligence check, the alien will auto-fire the weapon into the cover to get at the soldier behind it. Now, I don&#039;t know it this is actually possible to implement but it&#039;d make Ethereals with heavy plasmas that much scarier, ESPECIALLY when combined with the above.&lt;br /&gt;
*** Could be reversed as well: if the alien has low intelligence (hint: muton soldiers) and the cover is stronger, the alien will have a chance of wasting ammo trying to blast through.&lt;br /&gt;
** Related to the above: if the alien sees a soldier, the soldier fires at but does not kill the alien then breaks line of sight before the human turn is over causes the alien to undergo an intelligence check. If it passes, the alien primes a grenade to two turns and tosses it to the soldier&#039;s last seen location to flush him out.&lt;br /&gt;
*** Related to the above, not known if possible: primed grenades on the ground in a soldier&#039;s field of vision display how much time is left until detonation. If it is an alien grenade, it must be researched to see the timer. Alternatively, you can only see the timer while the soldier who primed it is selected (as he knows the setting).&lt;br /&gt;
** Meleeing with non-melee weapons (like pistol-whipping) gets physical damage and a damage multiplier to stun damage if the soldier is wearing powered armor.&lt;br /&gt;
** Similarly, heavily armored soldiers with both hands empty can still melee, albeit not do much damage (three hits to down a sectoid, for example).&lt;br /&gt;
** A really bastardly one: alien commanders purposely killing themselves (shooting themselves in the foot with a blaster or priming a grenade, throwing it to one hex next to themselves and stepping on it) to avoid capture if not stunned or mind-controlled in time. Could optionally be tied to morale.&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 16:05, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Soldier Colouration ===&lt;br /&gt;
&lt;br /&gt;
Not the most &amp;quot;practical&amp;quot; request in terms of changes to gameplay, but still something I feel would be pretty cool if incorporated. Basically, the option to have the battlescape engine display soldiers according to their race/hair colour, as according to their inventory screens, [http://www.strategycore.co.uk/forums/post-a1669-.html like this].&lt;br /&gt;
&lt;br /&gt;
The stored tactical [[PALETTES.DAT|palette]] is made up of 16 groups of 16 colours (256 total), in this order (though the last 16 colours are replaced with a grey-scale shade list at run-time, similar to the other fifteen groups - refer to the page on palette data for more info on that):&lt;br /&gt;
&lt;br /&gt;
[[image:5_BattleScapePal.Png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Solders are drawn using colours from three of these groups: One for their clothing (x50-x5F for overalls/power armor, xE0-xEF for personal armor), one for their skin (x60-x6F), and one for their hair (x90-x9F). Flying suits use a few extra colours, but they don&#039;t matter for the sake of this explanation (they don&#039;t show hair/skin anyways).&lt;br /&gt;
&lt;br /&gt;
With my [http://www.strategycore.co.uk/files/index.php?dlid=686 battlescape editor] I incorporated a feature where you could have the program redraw units on the fly (as per the screen shot), changing just the hair/skin colour. For example, to check to see if a colour index was supposed to represent hair, it simply checks if &amp;quot;(&#039;&#039;value&#039;&#039; &amp;amp; xF0) == x90&amp;quot;, and if so, it&#039;d add or subtract a certain figure to achieve the desired colour.&lt;br /&gt;
&lt;br /&gt;
Well, there&#039;s a bit more to it then that (males in personal armor have a different hair colour already), but I&#039;m sure the basic concept is obvious to you by this point. If you&#039;re interested, you can see a sample function in a file included in my toolkit - &amp;quot;bb_tact\UnitDrawer.java&amp;quot;, line 384. It&#039;s not exactly well documented, but if you check the hair/skin arrays it refers to, it should be fairly obvious what it does. While the program is running, the &amp;quot;characteristics&amp;quot; variable is set to &amp;quot;true&amp;quot; by tapping C on your keyboard. Of course, I&#039;ve no idea how the actual game deals with drawing soldiers, but I assume it decompresses every [[Image_Formats#PCK|PCK]] image every time it wants to draw it, same as my code does.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:46, 4 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:::I second that, it would be great if this could be fixed. [[User:Rovlad|Rovlad]] 17:45, 13 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Solved on Win7 for the most recent version: Program Properties dialog has an &amp;quot;unblock&amp;quot; button.  Unblocking allows the program to survive being alt-tabbed away from. -- [[User:Zaimoni|Zaimoni]] 22:03, 24 June 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hi Seb, I&#039;ve been playing the UFO series since the beginning but just joined this wiki. I&#039;ve tried just about every mod there is for these games, and I must say, yours is one of the best as far as creating a &amp;quot;more complete&amp;quot; and stimulating game experience. My question is in regards to your &amp;quot;Heavy Laser&amp;quot; mod. I liked what you did by creating new &amp;quot;abilities&amp;quot; for the weapon with the Full auto and Burst fire mode, but every time I play I can&#039;t help but think that it just doesn&#039;t belong to the Heavy Laser as a weapon. I always envisioned the Heavy Laser as more of a long range &amp;quot;Sniper&amp;quot; support weapon, and I like the mod that the X-ComUtil added that gave the Heavy Laser a new life by increasing the accuracy and damage of the weapon making it one of the best Sniper weapons available (even if it is heavy to lug around) as well as finaly giving my troops a greatly needed new weapon for disposing of those pesky sectopods (on any difficulty). I do, however, think that the new fire modes (full auto and burst fire) would be a perfect addition to the Auto-Cannon. The in game image alone has always brought to mind a &amp;quot;mini-gun&amp;quot; type weapon that should be capable of very rapid fire, but at the expense of accuracy due to the encumbering nature of the beastly AC. I never liked how the AC seemed like a generic Heavy Cannon with less damage and only the added auto shot function. Also, I always wondered why that weapon even had an &amp;quot;Aim&amp;quot; function. Who&#039;s going to sit there trying to carefully aim a Gatling Gun? Nobody... that&#039;s who, you use a weapon like that for mass devistation and shock value, PERIOD! This is why I think that your mod to the Heavy Laser should be reconsidered for the Auto-Cannon. I think, at the very least, it will give people a reason to use the AC in the mid to late portion of the game, and being that it still has weak stats compaired to other weapons, it&#039;s not going to be overpowered or infringe on the use of specialty weapons (I think the Heavy Laser with full auto and burst fire is a little un-balanced due to its considerably higher power). If you don&#039;t agree that&#039;s fine, but since I&#039;m not very knowledgeable about game programing, I was wondering if you could at least give me a hint on how to create similar weapon functions for other weapons, cause I&#039;d like to at least try it out for myself. Thanks for any help you can give me and keep up the good work, you&#039;re mod is awesome.&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I can comfirm this result. (Steam release) --[[User:Necuno|Necuno]] 08:13, 29 July 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hi there&lt;br /&gt;
:I&#039;m having the exact same problem with the Soldier&#039;s Stats window on Battlescape: If I ever click the area 16, the game crashes to desktop. (The error is always the same)&lt;br /&gt;
:[[File:Crashmq.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is my current UFOExtender.ini configuration: http://www.4shared.com/file/GwpZmHJ8/UFOExtender_CONFIG.html&lt;br /&gt;
&lt;br /&gt;
EDIT: I unchecked every single option, it seems it has nothing to do with the UFOExtender.ini, it&#039;s something related to soldier&#039;s stats data, maybe? Any ideas?&lt;br /&gt;
--[[User:Nekrocow|Nekrocow]] 02:42, 21 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Are you using the extender alone or with XCOMUTIL?  If alone, have you tried recreating the error without extender running?  The error code only tells me that somehow the program is being told to access an empty register that should have the reference for the current solider instead. [[User:Morgan525|Morgan525]] 09:24, 23 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
:After the first month the game creates a mission per month, up to the 6th where it generates 2. I guess a mission starts immediatly, there is no timing added for its first ship. [[User:Seb76|Seb76]] 15:18, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mission starts not immediately. often time to arrive to survey ship (first sub) about 10-15 days.&lt;br /&gt;
1-st day of month at 0-00 we can see it time at Missions.dat but wants to know average time similarly such average time for other subs from alien data mission at executable if possible.&lt;br /&gt;
&lt;br /&gt;
What is exactly 6-th? mission from Probe to Colony Expansion? or from January to June?&lt;br /&gt;
:Yep, 6th month. [[User:Seb76|Seb76]] 20:04, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
what happens after 6-th month June?&lt;br /&gt;
&lt;br /&gt;
I so sorry for reminder and bother you, but don&#039;t you know it? ((&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
And I precise too one &#039;&#039;&#039;mainly moment&#039;&#039;&#039;. Whether there must be the opened bracket after the sign of multiplication? Because if no, then right interpretation formule in Superhuman example such: Rand*100&amp;gt;4*24=96-6=90 and that means that retaliation mission would be sheduled in 10 cases from 100.&lt;br /&gt;
IF there must be opened bracket then rand*100&amp;gt;4*(24-6)=4*18=72 wouid be sheduled in 28 cases from 100&lt;br /&gt;
What is this versions is right?&lt;br /&gt;
&lt;br /&gt;
Then needs clarification for second formula yours. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from.&lt;br /&gt;
What logical operator there? should it be too greater-than or less-than?&lt;br /&gt;
&lt;br /&gt;
You have found later formules about activation retaliation mission (if we shotdown alien craft)&lt;br /&gt;
Where exactly in assembler is subprogram that determines it? What address/offset of it?&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank tou very much for this clarification. I found this offset in TFTD even. Changed, checked - it works.&lt;br /&gt;
You are greatly people!&lt;br /&gt;
&lt;br /&gt;
== Roswell mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;br /&gt;
:Hum, I gave it some shots but could not reproduce your problem. Anyone experiencing the same problem? [[User:Seb76|Seb76]] 15:36, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Here&#039;s the [http://rovlad.nm.ru/GAME_1.zip savegame]. Let me know if it works fine for you. [[User:Rovlad|Rovlad]] 21:47, 30 April 2010 (EDT)&lt;br /&gt;
:Looks like the CRAFT.DAT entry is not cleared when a new craft is created and the offset 0x64 could be garbage till the craft is detected by a base/another ship. Since I bypass the detection when &amp;quot;crashing&amp;quot; a UFO, it is possible the &amp;quot;HWD detected&amp;quot; flag is set randomly, producing a full report. I&#039;ll clear the bit and we&#039;ll see if it corrects the issue, just wait for the next release. Thanks for providing the savegame BTW. [[User:Seb76|Seb76]] 14:22, 5 May 2010 (EDT)&lt;br /&gt;
::You&#039;re more than welcome. Fantastic job on the extender, keep up the good work. [[User:Rovlad|Rovlad]] 19:04, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ALIEN RACE SPAWN == &lt;br /&gt;
&lt;br /&gt;
Your post: In EU, the race is based off a lookup table starting at offset 0x46E53C (containing 300 entries).&lt;br /&gt;
&lt;br /&gt;
Offset-0x46E53C is absent. Is one symbol odd?&lt;br /&gt;
&lt;br /&gt;
Your posr:The table is made up of 10 entries lines.&lt;br /&gt;
&lt;br /&gt;
It means that this bit of array has 10 rows width of 30 bytes. is right?&lt;br /&gt;
&lt;br /&gt;
What is means this 10 entries lines? Can you copy 2-3 lines from exe and explain that means known for you offsets in line?As simiilarly as you done for alien data mission in file Missions.dat&lt;br /&gt;
Can you get more particularly answer about values it this array?(naturally if know it)&lt;br /&gt;
:0x46E53C is the address in memory. In the file it should be 0x6E53C (UFO Gold edition).&lt;br /&gt;
:The begining starts like this:&lt;br /&gt;
 .data:0046E53C byte_46E53C db 0, 0, 0, 0, 0, 0, 0, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E53C                                                                       ; DATA XREF: CreateAlienMission+15B�r&lt;br /&gt;
 .data:0046E546 db 0, 0, 0, 0, 0, 1, 1, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E550 db 0, 0, 0, 0, 0, 0, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E55A db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E564 db 0, 0, 0, 1, 1, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E RaceForTerrorMission db 0, 0, 0, 4, 4, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E                                                                       ; DATA XREF: GeoPerformMonthlyActions+15E�r&lt;br /&gt;
 .data:0046E578 db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E582 db 0, 0, 0, 0, 0, 0, 1, 4, 4, 4         ; 0&lt;br /&gt;
:till the end:&lt;br /&gt;
 .data:0046E67C db 0, 1, 1, 2, 2, 2, 3, 3, 2, 4         ; 0&lt;br /&gt;
 .data:0046E686 db 0, 0, 1, 1, 1, 2, 2, 3, 3, 4         ; 0&lt;br /&gt;
 .data:0046E690 db 0, 1, 2, 2, 2, 2, 3, 3, 4, 4         ; 0&lt;br /&gt;
:As you can see, at the begining you&#039;ll get tons of sectoids (0), a few floaters (4) and even less snakemen (1).&lt;br /&gt;
:At the end, you&#039;ll get ethereals (2) one time out of two. Also note that for terror missions, the line is taken a bit farther than normal missions, which means that you&#039;ll get stronger aliens sooner in terror missions. HTH, [[User:Seb76|Seb76]] 13:36, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thank you greatly for your detailed answer ...&lt;br /&gt;
I want a few more precise ...&lt;br /&gt;
I right understand? I guessed That line 1 - is used for January mission Research? Line 2 - Jan Harvest? Line 3- Jan-Abduction Line 6- January Terror?&lt;br /&gt;
What define Line 7?&lt;br /&gt;
Line 8 - is February Research? &lt;br /&gt;
&lt;br /&gt;
According to - Line 13 -Feb terror? Line 20 - March terror? Line 27 -April Terror? Line 34- May terror? that sequence and guesses is right?&lt;br /&gt;
&lt;br /&gt;
And question 2) does affect score to choose the value among values in line? How differ choose values in line at the level superhuman and level beginner ?&lt;br /&gt;
If you know, naturally, I would be greatly thanks to you for this wonderful magic help.&lt;br /&gt;
&lt;br /&gt;
== Research tree in executable ==&lt;br /&gt;
&lt;br /&gt;
Do you know location (starting offset) of research tree in EU?  and how much entries it contains ? and what means values within this array?&lt;br /&gt;
&lt;br /&gt;
Very great thank in advance for this help to you&lt;br /&gt;
:The research tree is not stored as a data array but is a hardcoded sequence of &amp;quot;if this is already researched and that is also researched and such item is in the inventory, then enable this research&amp;quot;. Modding this would require a complete reengineering, not just patching. Still feasible though. [[User:Seb76|Seb76]] 13:25, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
What is starting offset (ce version) of this hardcoded sequence? and what is latest offset of it? what is length of one sequence? If possible -what is structure of it briefly? (how much bytes to tech requirements, how much bytes to items requrements)&lt;br /&gt;
&lt;br /&gt;
Thank you for this help &#039;&#039;&#039;VERY VERY GREAT&#039;&#039;&#039;&lt;br /&gt;
:As I said, there are no *sequences* but just a cascade of hardcoded ifs:&lt;br /&gt;
:[[Image:Research.png]]&lt;br /&gt;
:If you want to take a look, the function begins at address 0x446A0. [[User:Seb76|Seb76]] 07:28, 24 May 2010 (EDT)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Seb76, you are GREAT GENIUS!!!! GREATLY RESPECT FOR YOU!!! THANKS FOR YOU VERY VERY MUCH!!!&#039;&#039;&#039;&lt;br /&gt;
I have found research tree in TFTD too with your help. Now I can do some changes in it.&lt;br /&gt;
Maybe do you know, how can I find subprogram that run 1-st day of any month in assembler code of game?&lt;br /&gt;
This subprogram determines new mission&#039;s month and terror ship route (in TFTD)&lt;br /&gt;
There is not in EU terror ship route, I know. But If you know and tell me - what is subprogram in EU that runs 1-st day of any month, I would be able to edit probability of terror ship route in TFTD.&lt;br /&gt;
Greatly thanks in advance to you dear Seb76!&lt;br /&gt;
:In EU, monthly actions start here:&lt;br /&gt;
  .text:0043B9B0                               GeoPerformMonthlyActions proc near      ; CODE XREF: GeoIncrementDayAndDoMonthlyActions:loc_4420C1�j&lt;br /&gt;
:HTH, [[User:Seb76|Seb76]] 16:31, 28 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Any way to slow down geoscape time? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to slow down geoscape time progression on fast computers, esp. multiprocessor ones, where it is impossible to significantly slow it down using utilites like MoSlo and Turbo?--[[User:AVE|AVE]] 03:01, 5 May 2010 (EDT)&lt;br /&gt;
:Did you try enabling D3D? If you&#039;re drivers are configured to wait VSync, it should limit the game speed (well, if you use a CRT@120Hz it&#039;ll still be too fast I guess...). Also is it still too fast if you put it windowed? (enabling both D3D and D3D Windowed options) [[User:Seb76|Seb76]] 13:19, 5 May 2010 (EDT)&lt;br /&gt;
::Yes, both D3D and D3D Windowed are enabled. This is even more surprising, because it shows the same results on two different computers (Dual Core one and simple P4Celeron) with different video cards (NVidia and ATI). Both have vsync explicitly enabled. LCD@60Hz both. Also I&#039;ve tried to use different combinations of Video Pitch, D3D, D3DWin and HQ4x settings - no luck. [[User:AVE|AVE]] 04:20, 6 May 2010 (EDT)&lt;br /&gt;
:Personally I&#039;ve never been able to reproduce this &amp;quot;CE game running too fast&amp;quot; thing people keep harping on about. Perhaps I just have a different perception as to what &amp;quot;too fast&amp;quot; means.&lt;br /&gt;
&lt;br /&gt;
:Anyways, I know [http://www.strategycore.co.uk/files/index.php?dlid=474 Mok&#039;s patched executable] includes a timer hack for the Geoscape, but I found that makes it run far too slow for my taste. Not sure off the top of my head whether it works with Seb&#039;s loader, either - you&#039;d probably need to at the very least need to rename Mok&#039;s executable to replace the original in order to try it that way. - [[User:Bomb Bloke|Bomb Bloke]] 05:14, 6 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some problem with edit research tree ==&lt;br /&gt;
&lt;br /&gt;
I want to add new 20-30 commands to research tree. I wrote this subprogram. How can I add it to game?&lt;br /&gt;
I tried to write &amp;quot;call sub&amp;quot; instead useless 5 bytes in subrogram research tree. I checked in IDA after it, all other commands is preserved. &lt;br /&gt;
And I placed my new subprogram after latest byte of executable file. But game is crashed.&lt;br /&gt;
I tried to place my new subprogram after all subprograms and before first byte of idata, but game is crashed too.&lt;br /&gt;
All indexes in subprogram was exactly. &lt;br /&gt;
in second case  IDA displayed &amp;quot;sp-analysis failed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Where and how can I placed my new subprogram that will be addition to current subpogram research tree?&lt;br /&gt;
:To add new code, you need to modify the PE header of the exe file accordingly. I&#039;m not quite knowledgeable regarding the procedure (that&#039;s one of the reasons why I made a loader instead of patching the file directly) so you&#039;re gonna have to find help somewhere else on this one. [[User:Seb76|Seb76]] 16:36, 28 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Update to IDA database ==&lt;br /&gt;
&lt;br /&gt;
Hey again Seb76 :)&lt;br /&gt;
&lt;br /&gt;
After a long time I&#039;ve come back to your extender, dusted off my copy of VC Express, and decided I&#039;d have another go at doing some UFO modding (don&#039;t ask how the first attempt went; it&#039;s not pretty! :p )&lt;br /&gt;
&lt;br /&gt;
I&#039;m assuming you&#039;ve probably updated the IDA database since last time I asked. Would be extremely grateful if I could get the latest version.&lt;br /&gt;
&lt;br /&gt;
Thanks for all the hard work, staring at assembly code all day is no joke! --[[User:K9wazere|K9wazere]] 18:07, 6 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Arf, didn&#039;t realise I could send you an email, so this new section on your talk page is a bit redundant now :p Oh well, maybe someone else will want the file too!&lt;br /&gt;
&lt;br /&gt;
== Line of Sight Origin Points ==&lt;br /&gt;
&lt;br /&gt;
Hiya.&lt;br /&gt;
&lt;br /&gt;
A while back you mentioned the co-ords for the [[User talk:Bomb Bloke:Firing Accuracy#Firing Point Origin|firing point origin]]. The zpos is calculated according to the unit&#039;s effective height, and the x/ypos co-ords come from look-up tables depending on which way the unit is facing.&lt;br /&gt;
&lt;br /&gt;
I was wondering, are these same two tables used for the purpose of line of &#039;&#039;sight?&#039;&#039; And by any chance could you find the formula for the initial LOS zpos?&lt;br /&gt;
&lt;br /&gt;
Any help would be appreciated, as usual. There are many other obvious questions around this issue (such as where the &#039;&#039;end&#039;&#039; point for these lines is), though the origin would be a good start. - [[User:Bomb Bloke|Bomb Bloke]] 07:44, 24 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Training Stat Request ==&lt;br /&gt;
&lt;br /&gt;
Hi there.&lt;br /&gt;
&lt;br /&gt;
In the Equipment screen where the Weight and TUs are displayed during battle, would it be possible to also include the current unit&#039;s number of Reaction shots, Hits, Psi attempts and (possibly) Throws?  Possibly along the bottom in a horizontal string where there&#039;s room?&lt;br /&gt;
&lt;br /&gt;
== Source code problem ==&lt;br /&gt;
&lt;br /&gt;
Greetings.  Thanks so much for all the work you put into this.  You really improved on an already great game.&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
Now I want to take a whack at the source code, but I&#039;ve run into some problems.  I downloaded the 3 April 2010 source code file and tried to get it to compile.  It complains about several missing files:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1&amp;gt;  moreobjects.cpp&lt;br /&gt;
1&amp;gt;c1xx : fatal error C1083: Cannot open source file: &#039;moreobjects.cpp&#039;: No such file or directory&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So it seems to be missing moreobjects.cpp.  Did this file get left out of the zip?&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
(Edited question because I figured out the directx file I was missing.)&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Okay, so just scratch all that.  It appears moreobjects.cpp was some leftover cruft that isn&#039;t actually used.  Well, at least, not to the point I&#039;ve gotten.  :)&lt;br /&gt;
&lt;br /&gt;
So to document for anyone else, just remove moreobjects.cpp from the project.  And for all the dx3d stuff, you&#039;ll need to download the DX SDK from [http://msdn.microsoft.com/en-us/directx here] and install it.  It should produce a directory of includes.  You then need to go into the VC project and add that include directory (if it doesn&#039;t do it automatically for you).&lt;br /&gt;
&lt;br /&gt;
After doing all all that, I got the project up and going.  Thanks again for providing the source! -- [[User:Nadir|Nadir]] 01:26, 8 June 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UfoPaedia Craft Weapons&#039; Accuracy Bug  ==&lt;br /&gt;
Seb,&lt;br /&gt;
Thanks for making such a useful utility.  Not only has it made the game more enjoyable for me but looking at your source code for the loader has helped me to understand assembly language much faster than if I were to attempt it on my own.  I was able to track down the problem byte for the craft weapons in Ufopaedia. Feel free to include this into your loader if you like:&lt;br /&gt;
&lt;br /&gt;
.text 45B2CC: 0F BF 4E &#039;&#039;&#039;04&#039;&#039;&#039;  // movsx   ecx, word ptr [esi+4]&lt;br /&gt;
Regards,&lt;br /&gt;
[[User:Morgan525|Morgan525]] 22:40, 7 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I&#039;m not familiar with the Steam setup.  If my understanding is correct, the usual Steam setup is to run the game through DOSbox. UF0loader doesn&#039;t work for DOS (only with the CE version). Check and see if you have a UFO Defense.exe in the same folder.  IF so, you could use the loader and make a new shortcut to the UFOloader program (which will then load UFO Defense.exe)[[User:Morgan525|Morgan525]] 04:54, 5 April 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. [[User:Spike|Spike]] 10:57, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjusting animation speed ==&lt;br /&gt;
&lt;br /&gt;
Great thanks to making this great software.&lt;br /&gt;
I have several questions and requests for enhancing this program.&lt;br /&gt;
&lt;br /&gt;
I would like to change the animation speed of cursor, smoke and other objects in battlefield, since I think the animation speed of cursor and smoke are still too fast, and other animations such as internal objects in UFO are extremly fast!(Currently cannot be changed.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;1. Is it possible to adjust or change the animation speed of cursor and smoke?&amp;lt;/s&amp;gt;&lt;br /&gt;
==&amp;gt; OKAY, I have compiled the source code properly and I am able to change the animation speed of cursor and smoke.&lt;br /&gt;
&lt;br /&gt;
2. Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?&lt;br /&gt;
&lt;br /&gt;
--[[User:Xcomplayer|Xcomplayer]] 20:51, 24 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have the same issue, I&#039;m quite fond of arctic bases but the water animation speed is hilarious. -- [[User:Splicer|Splicer]] 00:33, 01 February 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
Have you guys tried adjusting the MaxFPS in the INI to something like 60~75?  I found that this fixes a lot of the speed issues without the need for the other patches.  [[User:Morgan525|Morgan525]] 05:56, 22 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Music patch problem ==&lt;br /&gt;
I seem to have an issue with the music patch. When I originally installed the loader months ago, everything worked flawlessly. Now however, the game crashes upon entering the main menu. To track down the problem, I enabled first the intro then the language selector screen; no problems with either. In the process, I discovered that the problem is with the music: if I disable it, the game loads properly. If enabled, the loader exits without an error message upon entering the main menu. I did a full reinstall of the game, didn&#039;t work. The only other thing I&#039;ve changed away from the fully working configuration is an upgrade from WinXP to Win7 (VC++2010 is installed).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s my [Music] section&#039;s contents:&lt;br /&gt;
 [Music]&lt;br /&gt;
 Apply=1&lt;br /&gt;
 Source=MP3&lt;br /&gt;
 ;Source=PSX CD&lt;br /&gt;
 &lt;br /&gt;
 CD Drive=F&lt;br /&gt;
 &lt;br /&gt;
 MP3 Folder=SOUND&lt;br /&gt;
 Battlescape=Battlescape.mp3&lt;br /&gt;
 Start Menu=Defeat.mp3&lt;br /&gt;
 Bad Ending=Defeat.mp3&lt;br /&gt;
 Good Ending=Dogfight.mp3&lt;br /&gt;
 Geoscape=Geoscape1.mp3;Geoscape2.mp3;Geoscape3.mp3;Geoscape4.mp3&lt;br /&gt;
 Dogfight=Dogfight.mp3&lt;br /&gt;
 Mission Debriefing=Debriefing.mp3&lt;br /&gt;
 UFO Assault=Briefing1.mp3&lt;br /&gt;
 Base Defense=Briefing2.mp3&lt;br /&gt;
 Base Attack=FinalBriefing.mp3&lt;br /&gt;
 Mars=FinalBriefing.mp3&lt;br /&gt;
 Terror Mission=Briefing2.mp3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All the files exist and all settings here unchanged from the time they worked. I have NO idea what&#039;s going on. Additionally, if the patch is disabled, the game only has music in the main menu and nowhere else until Alt-Tabbed out and back at least once.--[[User:Amitakartok|amitakartok]] 12:53, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Try these settings and see what happens:&lt;br /&gt;
&lt;br /&gt;
:Battlescape=*Battlescape*.mp3&lt;br /&gt;
:Start Menu=*Final Briefing*.mp3&lt;br /&gt;
:Bad Ending=*Final Briefing*.mp3&lt;br /&gt;
:Good Ending=*Dogfight*.mp3&lt;br /&gt;
:Geoscape=*Geoscape*.mp3&lt;br /&gt;
:Dogfight=*Dogfight*.mp3&lt;br /&gt;
:Mission Debriefing=*Debriefing*.mp3&lt;br /&gt;
:UFO Assault=*Briefing1.mp3&lt;br /&gt;
:Base Defense=*Briefing2.mp3&lt;br /&gt;
:Base Attack=*Briefing1.mp3&lt;br /&gt;
:Mars=*Debriefing*.mp3&lt;br /&gt;
:Terror Mission=*Briefing2.mp3&lt;br /&gt;
:&lt;br /&gt;
:Also, what version of the loader are you using? I am concerned when you say that you get no music without the patch: that should mean the game is using the default midi files (this is the Windows version?). If your not getting music with the midi files, what happens if you run w/o the extender?[[User:Morgan525|Morgan525]] 13:19, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There is MIDI music but it only starts to play after I Alt-Tab out of the game; it stops again during the next Geoscape/Battlescape transition. Without the loader, I get no graphic output whatsoever and it gives up after a few seconds, producing the generic Windows error message about the executable having stopped working. Also, tried your lines above, didn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
::One more thing: I read it elsewhere on the net that the patch works with OGG files too, once the INI file is edited with proper filenames; it allegedly fixes some music-related crashes as well. I&#039;m trying it out now.--[[User:Amitakartok|amitakartok]] 08:06, 23 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=36878</id>
		<title>User talk:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Seb76&amp;diff=36878"/>
		<updated>2012-09-23T12:06:07Z</updated>

		<summary type="html">&lt;p&gt;Amitakartok: /* Music patch problem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, sorry to pester you again. :) I&#039;ve gotten access to IDA, as you suggested, and with it I&#039;m making some slow progress toward my mod. I wanted to ask, though, do you know of any sort of tutorial or useful intro for it? The user interface is pretty obtuse, the built-in help has nothing useful, and I&#039;ve been struggling just to make comments go where I want them to.&lt;br /&gt;
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(I mean, I understand that it&#039;s meant for very advanced users, but Jesus, who writes an enterprise-grade utility and doesn&#039;t bother to implement an Undo function?!?)&lt;br /&gt;
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Thanks again for your help! [[User:Phasma Felis|Phasma Felis]] 23:15, 16 June 2008 (PDT)&lt;br /&gt;
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&lt;br /&gt;
Okay, a little more progress since I discovered anterior comments. Couple of more specific questions: what&#039;s the difference between a &amp;quot;comment&amp;quot; and a &amp;quot;repeatable comment&amp;quot;? Or any of the several other types of comments, for that matter.&lt;br /&gt;
&lt;br /&gt;
What exactly does &amp;quot;mov cs:word_102F9, ax&amp;quot; do? At first I thought it was just copying the accumulator into the data word at 02F9, but the &amp;quot;cs:&amp;quot; part is confusing. word_102F9 is 0, I think (&amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot;). Does that mean it&#039;s copying AX into the current code segment, offset 0, modifying the code in progress? That seems odd.&lt;br /&gt;
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Okay, one more and then I&#039;ll go to bed: what does &amp;quot;jmp short $+2&amp;quot; do? It looks like it just means &amp;quot;jump to next instruction&amp;quot;, which is kinda redundant, but it could be &amp;quot;jump &#039;&#039;over&#039;&#039; next instruction&amp;quot;, which...still seems unnecessarily verbose. I dunno. [[User:Phasma Felis|Phasma Felis]] 00:51, 17 June 2008 (PDT)&lt;br /&gt;
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: The last two questions are actually general Intel 16-bit assembly ;)&lt;br /&gt;
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: The cs in &amp;quot;mov cs:word_102F9, ax&amp;quot; is the 16-bit code segment base, yes.  It *might* be self-modifying code, but more likely there is a C global or static variable that was implemented there and being updated.  The &amp;quot;seg000:02F9 word_102F9 dw 0&amp;quot; is probably from C default initialization, but could be from an explicit initialization to 0.&lt;br /&gt;
::Back in the 16bit days, there were several memory models. My knowledge on this is quite rusty, but IIRC COM executables were using the &amp;quot;tiny&amp;quot; one which means that the code and data use the same segment (I assume you&#039;re working on the music TSR?). Modification of data via the CS segment is not necessarily self-modifying code. Also TSRs were usually signaled using software interruptions so the code most likely sets up an interrupt vector and bails out. e.g.:&lt;br /&gt;
 seg000:0140 mov     dx, 157h&lt;br /&gt;
 seg000:0143 push    ds&lt;br /&gt;
 seg000:0144 push    cs&lt;br /&gt;
 seg000:0145 pop     ds&lt;br /&gt;
 seg000:0146 mov     ax, 2566h&lt;br /&gt;
 seg000:0149 int     21h                             ; DOS - SET INTERRUPT VECTOR&lt;br /&gt;
 seg000:0149                                         ; AL = interrupt number&lt;br /&gt;
 seg000:0149                                         ; DS:DX = new vector to be used for specified interrupt&lt;br /&gt;
 seg000:014B pop     ds&lt;br /&gt;
 seg000:014C call    sub_1067A&lt;br /&gt;
 seg000:014F mov     dx, ax&lt;br /&gt;
 seg000:0151 mov     ax, 3100h&lt;br /&gt;
 seg000:0154 int     21h                             ; DOS - DOS 2+ - TERMINATE BUT STAY RESIDENT&lt;br /&gt;
 seg000:0154 start endp                              ; AL = exit code, DX = program size, in paragraphs&lt;br /&gt;
&lt;br /&gt;
::In this example (from music.com), there is code at 157h but IDA does not detect it. You can get there, type &#039;C&#039; and create a new function. The code there is the most important. HTH [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: There were at least six common memory models.  *.COM not only assumed a single code and single data segment, it assumed their base addresses were the same.  You get four more (with one segment of static data) by 1 or more than 1 of each of code and data segments [near and far pointer distinctions].  The last allowed more than 64K of static data.&lt;br /&gt;
&lt;br /&gt;
::: XCOM most likely used one of the double-far memory models.  -- [[User:Zaimoni|Zaimoni]], 9:31 Jun 19 2008 CDT&lt;br /&gt;
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: &amp;quot;jmp short $+2&amp;quot; is jump over the next instruction, if the next instruction is 2 bytes.  This probably came from an if-then-else in C (it&#039;s a common idiom in translating C to assembly).  -- [[User:Zaimoni|Zaimoni]], 12:36 Jun 17 2008 CDT&lt;br /&gt;
&lt;br /&gt;
:: I can see several instances of this in music.com for simple &amp;quot;return value&amp;quot; functions. Most likely a &amp;quot;feature&amp;quot; of the compiler. If used for padding, it is equivalent to 2 nop instructions, but takes only one cycle to execute. This was before deeply pipelined processors though ;-) [[User:Seb76|Seb76]] 12:10, 17 June 2008 (PDT)&lt;br /&gt;
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Yeah, I sidelined off IDA onto general assembly there :) Probably a good thing, means I&#039;m getting used to it. Sort of.&lt;br /&gt;
&lt;br /&gt;
(Holy crap. I just discovered that hitting &amp;quot;P&amp;quot; (Create Function) in the right place is all it takes to enable graph display mode and give me a vast, improbably pretty flowchart of, well, a lot of stuff. I&#039;d been wondering how to make that work.)&lt;br /&gt;
&lt;br /&gt;
Anyway! Seb, you&#039;re correct, I&#039;m working on the music TSR. I&#039;ve pretty much figured out how the entry code works, setting up an interrupt vector and terminating, which I think is decent progress for three days&#039; experience with x86 assembler. I did find a web reference to &amp;quot;jmp short $+2&amp;quot; [http://www.programmersheaven.com/mb/x86_asm/484/484/ReadMessage.aspx here], which suggests that it&#039;s &amp;quot;used to clear the cache, before going in or out of protected mode&amp;quot;. Not entirely sure what clearing the cache does, but it&#039;s good to know.&lt;br /&gt;
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Thanks to the both of you for your help. Seb, do you mind if I continue to ask questions here? I don&#039;t know where else it should go. Maybe we need a &amp;quot;ridiculous hacking ideas&amp;quot; section of the wiki... ;) [[User:Phasma Felis|Phasma Felis]] 01:10, 18 June 2008 (PDT)&lt;br /&gt;
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:Hehe, sounds like fun. When I can find time to write a dll injector, I may add some stuff to it ;-) I&#039;d start with increasing the max number of smoke entries. (Not possible right off the bat because it&#039;s using a static array instead of malloc-ed data :( ). Other ideas: fix the proxmine bugs, or maybe the disjoint base bug. I found the piece of code and it is not a simple &amp;quot;off by one&amp;quot; issue so it cannot just be patched in place... [[User:Seb76|Seb76]] 12:22, 18 June 2008 (PDT)&lt;br /&gt;
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::Yeah, there&#039;s a lot of bugs and odd behaviors that could be fixed by just using larger arrays somehow. The 80-item limit causes all sorts of problems, the smoke limit, the 20-armed-proxmine limit...I wouldn&#039;t mind having more than 8 bases in the late game...stuff like that. [[User:Phasma Felis|Phasma Felis]] 12:42, 18 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm. The loader thing looks wonderful, but as I&#039;m using a dos version in dosbox I&#039;m guessing I&#039;m out of luck for now? Or are you a dos wizard as well? :)&lt;br /&gt;
[[User:Knan|Knan]] 12:35, 9 July 2008 (PDT)&lt;br /&gt;
:Using a loader coupled with dll injection, there is no limit to the size of what you want to patch. You can also use higher level languages instead of plain assembler. However it is windows specific (won&#039;t work on anything pre-XP because of CreateRemoteThread usage BTW). For CD music in DOS, [[User:Phasma Felis|Phasma Felis]] may be your ticket. I&#039;m willing to help but as I said before, my knowledge of DOS is quite rusty. [[User:Seb76|Seb76]] 12:49, 9 July 2008 (PDT)&lt;br /&gt;
::It&#039;s really the equipment screen hack that looks compelling. Figure it might be unreasonably hard to do that in dos. But I can&#039;t seem to get the windows version to run at a reasonable speed these days, always far too fast. That&#039;s why I&#039;m using dosbox. Ah well, have fun modding :) [[User:Knan|Knan]] 14:14, 9 July 2008 (PDT)&lt;br /&gt;
:Well, actually I have the speed issue too. It&#039;s just that setting the laptop to max battery and scroll speed to one is enough to work around the problem ^^. The geoscape has a sleep routine to prevent too fast updates. The mecanism is not present in the tactical part. [[User:Seb76|Seb76]] 14:45, 9 July 2008 (PDT)&lt;br /&gt;
:Edit: might be your lucky day. I made a modification, it should slow down the scroll now. Can you check? [[User:Seb76|Seb76]] 15:42, 9 July 2008 (PDT)&lt;br /&gt;
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Seb76, since you appear to be on a roll with the findings lately, I thought I&#039;d mention this as something to look out for if you haven&#039;t already found it. Can you track down the tables that determine a few other object properties that aren&#039;t stored in obdata.dat? I mean for properties like if it can cast light, what bullet image to use if the object is fired, whether its melee attack/mind probe/psi attacks are available for that item, etc. This would certainly allow for much more robust equipment modding. I&#039;m guessing it&#039;ll be a part of the tactical.exe portion of the game. - [[User:NKF|NKF]] 19:56, 11 July 2008 (PDT)&lt;br /&gt;
:Only flares can cast light currently. It is not a property in obdata, but a hardcoded &amp;quot;objectType=0x1B&amp;quot; check. I can hack in a piece of code to enable light for some other object types, but we&#039;ll need a way to say which ones do (can be done in the ini file but it would not be clean. Maybe we can find an unused bit in obdata.dat and arrange that...). [[User:Seb76|Seb76]] 14:12, 12 July 2008 (PDT)&lt;br /&gt;
:Edit: the routine that populates the item menu has everything almost hardcoded too: stun, mind probe, psi-amp actions, scanner and medkit are all hardcoded by object type. The rest uses known flags from obdata. [[User:Seb76|Seb76]] 15:18, 12 July 2008 (PDT)&lt;br /&gt;
:Edit2: playing with the heavy laser mod, I found the data for bullet image/sound. It is located at offset 0x6D1F8. Each entry is organized like that:&lt;br /&gt;
 struct {&lt;br /&gt;
 	short bulletVisual;&lt;br /&gt;
 	short shootSound;&lt;br /&gt;
 	short impactSound; &lt;br /&gt;
 	short impactAnimation;&lt;br /&gt;
 }&lt;br /&gt;
Entries are sorted per [[OBDATA.DAT]] ID (i.e. the first entry is for pistol, the 0x12th for heavy laser, etc.) [[User:Seb76|Seb76]] 15:31, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Ah, that&#039;ll help with some modding. Although I just remembered something that I was going to ask at the time - but completely forgot about. What controls how the weapon is displayed while in the soldier&#039;s hands? I mean, the pistols are displayed with the weapon extended in the firing position while most other weapons are held across in both hands (mimicking one/two handed items). Would this be hard coded as well in addition to the unique item actions? -[[User:NKF|NKF]] 17:43, 2 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Game Crashes when researching &#039;Sectoid Medic&#039; ==&lt;br /&gt;
&lt;br /&gt;
Hey, not sure where to put this since you aren&#039;t providing any means of contacting you but I have a save where in the event I research a &#039;Sectoid Medic&#039; it crashes along with this error:&lt;br /&gt;
&lt;br /&gt;
XCOM crashed at 0x440057 with error 0xC0000005 trying to access 0x0000012B&lt;br /&gt;
&lt;br /&gt;
== Error running UFOExtender ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76.  I&#039;ve tried running your UFOExtender as I want to slow down the scrolling in the tactical view.  However I get the following error message:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\X-com\UFO Defense\UFOLoader.exe&lt;br /&gt;
 This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.&lt;br /&gt;
&lt;br /&gt;
Any ideas what&#039;s going wrong?  I&#039;m on Win XP running Collector&#039;s Edition of UFO. --[[User:Col w|col_w]] 05:34, 12 July 2008 (PDT)&lt;br /&gt;
:Hum, looks like the error you get when there is a missing DLL. I compiled using Visual Studio 9.0 Express Edition, maybe you don&#039;t have the runtime installed? You can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. Tools like [http://www.dependencywalker.com/ dependency walker] can help identify missing DLLs. Also what OS are you using (service pack number)? I don&#039;t have Vista here to test so it may only be running in XP SP2. Anybody can report it running on Vista? For sure it won&#039;t work on Win9x. [[User:Seb76|Seb76]] 09:02, 12 July 2008 (PDT)&lt;br /&gt;
::Yeah, visual xyz runtime dlls need to be included with things you compile with visual xyz. A common complaint when running small hacks under Wine on Linux as well, since you usually install just a very few programs on each virtual windows install, so it&#039;s unlikely some other program installs the dlls for you. [[User:Knan|Knan]] 17:08, 12 July 2008 (PDT)&lt;br /&gt;
:Especially since they made up that manifest stuff. Supposed to solved DLL hell... Well, so far it caused me more trouble than it solved issues. The funny part is when you install a new VS service pack on your build servers and have half the development team freak out because their target system won&#039;t boot the latest piece of code... [[User:Seb76|Seb76]] 18:04, 12 July 2008 (PDT)&lt;br /&gt;
Awesome, that fixed it! Now I can enjoy this classic game once again.  Love the language screen joke too :)  Many thanks --[[User:Col w|col_w]] 11:08, 12 July 2008 (PDT)&lt;br /&gt;
:My pleasure man. Glad you enjoyed it ;-) [[User:Seb76|Seb76]] 12:07, 12 July 2008 (PDT)&lt;br /&gt;
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My problem is the following: if I try to run the loader normally, a console window pops up for a few seconds then I get an &amp;quot;illegal instruction&amp;quot; error from NTVDM (and the window disappears, yet it&#039;s button remains on the taskbar until I kill the process). If I try to run it with DosBox however, I get &amp;quot;illegal command: UFOLOADER.EXE&amp;quot;. Point is, I can&#039;t run this at all.--[[User:Amitakartok|amitakartok]] 11:27, 13 October 2009 (EDT)&lt;br /&gt;
:Looks like you&#039;re trying to use the DOS version here. Only the CE (windows) version is supported. [[User:Seb76|Seb76]] 13:48, 13 October 2009 (EDT)&lt;br /&gt;
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Hi, is it in any way possilbe to run the Extender in Win98? I just set up an old machine with it and wanted to give it a try but as you said above, it won&#039;t work with Win9x. But is there a way to manually mod the game? I am asking becaus on my WinXP Machine the game often crahes in battlescape and that really sucks =(--[[User:Skaw847|Skaw847]] 19:28, 21 May 2010 (EDT)&lt;br /&gt;
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== UFOloader and Xcomutil ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb76 awesome work with this patch! Just wondering though if it would be possible to run this together with XcomUtil somehow. Thanks!&lt;br /&gt;
Oh and btw when&#039;s the TFTD version coming out? ;-)&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 14:09, 24 July 2008 (PDT)&lt;br /&gt;
:You can try this version: [[Image:UFOExtender-dev.zip ]]. I did not really have time to test it. Use the modified batch and keep me posted ;-) You&#039;ll get a crash if you activate the patch to disable the introduction movie. I checked the equipment screen patches, they were OK. TFTD will wait till I&#039;m satisfied with the XCOM version. Anyway, I&#039;m not in a disassembling frenzy right now :p [[User:Seb76|Seb76]] 15:29, 24 July 2008 (PDT)&lt;br /&gt;
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:: Hey fast response, thanks! I tried the new version but unless I&#039;m missing something I&#039;ve been unable to get it to include f0dder&#039;s bugfix loaders. I edited the ini file&#039;s Executable= to &#039;xcloader.exe&#039;, xcomutil&#039;s included bugfix loader, and when I run UFOloader.exe directly it works fine, but when using your modified runxcomW.bat it seems to be disregarded. This was not the case with your previous version. (I actually thought of modifying runxcomW.bat like that :-) ) Can&#039;t seem to find any reason for it in runxcomW.bat.&lt;br /&gt;
:The only modification I did to this version is forward the parameters passed to the loader to the XCOM executable (geoscape is passed an argument which tells it if it needs to start from scratch, or use the data from the missdat folder). Also it cannot work with f0dder&#039;s patch the way you tried: doing so, you are patching the xcloader binary itself, which obviously is not what you want.&lt;br /&gt;
:Edit: I added a &amp;quot;Video Pitch&amp;quot; bug fix to compensate for the incompatibility of the 2 loaders ;)&lt;br /&gt;
:: also a minor note, but on a fresh xcom install the console echoes a read error on MISSDAT\saveinfo.dat (I assume this is the work of xcomutil) and minimizes Xcom to the tray. It still works fine though.&lt;br /&gt;
:: while on the subject of minor notes the &#039;Rank In Inventory=&#039; in your ini file actually has the letter O instead of the number 0 by default ;-)&lt;br /&gt;
:Hm, I guess that&#039;s what you get when experimenting stuff at 1:00 am ;-) (GMT+2 here)&lt;br /&gt;
:: edit: I decided to do some testing first by manually disabling directdraw to circumvent the bugfix loader problem. Unfortunately the game crashes as soon as I enter tactical combat (when it should go to the equipment screen) even when all features are disabled. But unless I delete the MISSDAT folder&#039;s contents the next time I run runxcomW.bat I can hear the battlescape music playing. Unfortunately the batch file seems to get stuck in an infinite loop or something as it just keeps starting xcom over and over until it finally kills my system! :-) (all my base really belong to you ;-) )&lt;br /&gt;
:I start the runxcomw.bat batch from a shell and I have to do a &amp;quot;ctrl-C&amp;quot; between phases . Maybe it is because I replied yes to &amp;quot;Do you want to see XcomUtil messages after combat?&amp;quot; &lt;br /&gt;
:: using the previous version I can enter battles just fine, but none of the UFOloader features work.&lt;br /&gt;
:Did you try disabling every XComUtil features? I don&#039;t know how extensively it modifies the main executable. Here it works with the following config: replied &amp;quot;no&amp;quot; to everything while installing XComUtil (so that only executable splitting is done), enabling only equipment screen patches with my loader, and starting via the attached batch file. I can start a new game, down a UFO, go into tactical mode and go back to the geoscape view after taking down all the aliens. Did you try renaming UFOLoader.exe into xcloader.exe? It might work [[User:Seb76|Seb76]] 12:21, 25 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for your efforts, but still no luck. I downloaded the new version and did a fresh install of xcom. Running the UFOloader without xcomutil works fine (with your directdraw patch I get a ~3sec pause everytime the game zooms in/out on an interception though, which does not occur with f0dder&#039;s patch). Running xcomutil without the UFOLoader also works fine (using ctrl+C). I then did another fresh install and put the both of &#039;em together. I enabled the equipment screen patch and the directdraw fix on UFOLoader and told xcomutil to use f0dder&#039;s loader, answering no to all other questions. Renamed UFOLoader.exe to xcloader.exe and started runxcomW.bat. The game crashed when it should go to the equipment screen. (no ctrl+C possible) Disabling the equipment screen patch and/or enabling xcomutil&#039;s messages after combat yielded the same result. :(&lt;br /&gt;
:About the 3sec pause, it may be related to the musicfix that f0dder&#039;s patch does: it runs the MCI commands in a separate thread to remove the pause due to synchronous calls (with the unpatched version, there is a &amp;quot;slight&amp;quot; pause (~0.5sec on my computer) each time the music changes). Do you have the same pause in the main menu? Also if you activate the PSX music patch (even with no CD in the tray), it should remove the pause (if it is indeed the same problem). For your crash, I haven&#039;t got a clue. Maybe it&#039;s time I release the source code so people with different configurations can try more stuff. I know there are imaginative people out there ;-) [[User:Seb76|Seb76]] 07:02, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah that fixed the delays, thanks! Strangely the battlescape now works fine (using ctrl+C) as long as I don&#039;t enable the equipment patch with xcomutil... Don&#039;t know about the other fixes&amp;amp;flags. I&#039;ll do some more testing. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:31, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: edit: quick testing reveals that it actually crashes exactly 1 times in 2, apparently regardless of what fixes are on. (though I did not yet test any xcomutil features) I guess it&#039;s probably related to one of the MISSDAT files? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:37, 27 July 2008 (PDT)&lt;br /&gt;
:: edit2: OK here&#039;s what I have so far: It crashes if the previous mission worked. It works if it crashed on the previous mission. If I delete the contents of the MISSDAT folder it always crashes until I do a mission without xcomutil and/or without the loader. After that the normal rules apply. (i.e. next mission I play with both xcomutil&amp;amp;the loader it&#039;ll crash, as the previous mission worked, but the next one will work again) very strange :s Note that I did not yet try to play out a full mission, I always aborted on the first turn. Hope you can narrow the problem down a bit this way :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 10:50, 27 July 2008 (PDT)&lt;br /&gt;
:Can you give me the address of the error when it crashes? (accessible in the crash window dialog)[[User:Seb76|Seb76]] 11:29, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: There is nothing when it crashes, not even the console remains. Unless you&#039;re talking about a log file?&lt;br /&gt;
:I was talking about the &amp;quot;a program has cause xxx to close unexpectedly&amp;quot; (or whatever it is in the US version) dialog box. This looks more like a silent crash (the worth case). I modified the loader and it looks better. I still have the &amp;quot;ctrl-C&amp;quot; issue however. [[User:Seb76|Seb76]] 12:38, 27 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;3 don&#039;t know what you did but the latest version works perfect! Just did 3 missions in a row, restarted xcom and did another 2 (only actually completed one of &#039;em tho :) ) without any crashes at all! *crosses fingers* I enabled all the settings I wanted in both xcomutil and the UFOLoader without problems. Thanks Seb, excellent work! ;-)&lt;br /&gt;
:: oh and the ctrl+C thing is a problem in the xcomutil batch file, it&#039;s not your program&#039;s fault. The Xcopy commands in the runxcomW.bat file are missing a /Y parameter. Here&#039;s a link to the xcomufo.com forum thread discussing it for anyone interested: [http://www.xcomufo.com/forums/index.php?showtopic=242025489]&lt;br /&gt;
:: Whew, was quite a ride... Now, where&#039;s my ammo clip fix? ^^&lt;br /&gt;
:Thanks for the feedback, it is good to know that it is possible to have this work with xcomutil. BTW, the fix I did in the test version is also in the latest package with the ammo clip hack ;-) [[User:Seb76|Seb76]] 16:16, 27 July 2008 (PDT)&lt;br /&gt;
:::After spending an hour with reading through this double discussion and trying to find the right batch file in the old archives and make the game work, I decided to put your &#039;&#039;&#039;Xcomutil + UFOloader solution&#039;&#039;&#039; here: [[Image:RunXcomW.zip]] with a simple explanation. Hope you don&#039;t mind.--[[User:Kyrub|Kyrub]] 15:43, 8 September 2008 (PDT)&lt;br /&gt;
::::Actually you don&#039;t need the modified runxcomw.bat file, the way I do it is I tell xcomutil to use f0dder&#039;s loaders and then I simply replace xcloader.exe (xcomutil&#039;s included f0dder patch) with UFOLoader.exe! [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:01, 9 September 2008 (PDT)&lt;br /&gt;
: Hey there, I&#039;ve read about this project and I&#039;m wondering if I can ran it with XComUtil but I play with the DOS versions (through DosBox) and thus use RunXCom. [[User:Hobbes|Hobbes]] 16:27, 13 September 2008 (PDT)&lt;br /&gt;
::Sorry there, this project uses modifications of the binary so it&#039;ll work only on the windows version. Why do you have to stick to the DOS version BTW? [[User:Seb76|Seb76]] 04:29, 14 September 2008 (PDT)&lt;br /&gt;
:::DOS version was the first I played and I prefer its sounds (specially the alien death cries). I also prefer the DOS bugs (some on CE are too annoying). Thanks anyway :) [[User:Hobbes|Hobbes]] 11:26, 14 September 2008 (PDT)&lt;br /&gt;
:::Hmm, something I remembered: IIRC, XComUtil splits the binary of CE into Tactical and Geoscape, in order for it to run with CE. I think I&#039;ll download your program and give it a try [[User:Hobbes|Hobbes]] 11:34, 14 September 2008 (PDT)&lt;br /&gt;
::::No success, doesn&#039;t surprise since I have the barest clue of what I should be doing. [[User:Hobbes|Hobbes]] 11:44, 14 September 2008 (PDT)&lt;br /&gt;
::There&#039;s no way it could work like that, windows binaries cannot run in DOS environment; split binaries or not. If you&#039;re pissed about a particular bug, just tell. I may be able to fix it ;-) Concerning the sounds, I don&#039;t know exactly what is the problem about CE version. If someone can give some details, I may have a look at that too. [[User:Seb76|Seb76]] 12:09, 14 September 2008 (PDT)&lt;br /&gt;
:Hey Seb is it possible the latest versions of your extender don&#039;t work with xcomutil anymore? Did you drop support? Love the new features but I rather miss xcomutil&#039;s automatic re-equipping :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:58, 26 April 2009 (EDT)&lt;br /&gt;
::Yeah, it is possible ^_^ But you now, it was never officially supported, it worked more or less by chance ;-) As I said on the forum, it might be possible the older version of the loader still works (you can use the old loader with a recent patcher DLL, it should be OK), but I got little feedback so I don&#039;t know if I&#039;m correct... [[User:Seb76|Seb76]] 16:13, 27 April 2009 (EDT)&lt;br /&gt;
:::I for one am a huge fan of XcomUtil, though I&#039;m now also a huge fan of UFO Extender! I&#039;m really hoping I can get the two to play nice. I was up until now playing a dos version, myself. Mainly because the version I bought years and years ago was the DOS version on CD and it still worked via dosbox, which also has several filters similar to your HQ4x. (Some run a little faster and I think they can run in a window while I can&#039;t get HQ4x to run windowed at all. I don&#039;t mind that so much, though the game runs noticeably slower when I run HQ4x and I prefer to run windowed these days so I can more easily multitask. Still I LOVE UFO Extender so I switched to the Windows version just for this.) Some of XcomUtil&#039;s features only work in the DOS version with split exe&#039;s because it goes back into the batch file and allows XcomUtil to play with things when switching from Geoscape to Battlescape and vice versa. But, it&#039;s not that big a deal for me. UFO Loader&#039;s feature list is more than robust enough to give that up. As for the sounds the Windows CE versions changed a lot of the sound effects. If you&#039;re used to this version then it&#039;s Np, but if you played the DOS version and got used to it then it&#039;s VERY off putting. Luckily it&#039;s easy to patch it back to the DOS sound effects. The &amp;quot;Enemy Unknown Extended&amp;quot; page here lays out an install that includes UFO Extender, the original DOS sounds, ect... It&#039;s a good place to start. Anyway, great tool. Now let&#039;s see if I can get these to play nice.[[User:Mannon|Mannon]] 04:40, 27 March 2011 (EDT) (I keep forgetting to sign things... too used to forums instead of discussion pages.)&lt;br /&gt;
::::Facinatingly XcomUtil actually DOES split the CE&#039;s executable into geoscape.exe and tactical.exe! It uses it&#039;s own sdump utility to do this during the setup batch file. I misread the above. XcomUtil splits them to preserve it&#039;s fuctionality so that it can use the batch file to knit them together like in the original DOS version and insert it&#039;s own exe into the mix. This does not make the windows exe run in DOS of course, but it does allow XcomUtil to keep it&#039;s functionality. I have to assume it really screws up UFO Extender, though... ;-( [[User:Mannon|Mannon]] 21:31, 29 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
Decided to look into this as there are a few XcomUtil features I like that aren&#039;t reproduced in UFO Extender. XCU does indeed split the exe. It also modifies both of the split exe&#039;s. It still loads both via fodder&#039;s loader when running them from the batch file. The command lines for that are &amp;quot;start /w xcloader geoscape.exe &amp;quot;0&amp;quot;&amp;quot; and start /w xcloader tactical.exe &amp;quot;1&amp;quot;. Replacing xcloader with UFO Loader appears to work for tactical. The command line even appears to point UFO loader to the tactical exe since going into combat causes a problem. If I change the first xcloader call to &amp;quot;start /w xcloader&amp;quot; then the renamed UFO Loader finds the unsplit exe. Going into combat no longer fails like this, but it also prevents XcomUtil from running between phases. This does not prevent the running of XCU completely, but it will cause problems with some features, especially in the placement of soldiers in the new craft maps that XCU adds. Then again, by using the UFO Loader to use the original unsplit exe I believe that you are also bypassing all of XCU&#039;s modifications to the exe&#039;s as it probably does all those modifications to the geoscape and tactical exe&#039;s it created when splitting the exe. It may be possible to recombine those exe&#039;s or to find command line parameters that allow UFO Loader to load tactical.exe on it&#039;s own. The latter would probably be the best solution since it should allow XCU to function between phases.[[User:Mannon|Mannon]] 21:31, 29 March 2011 (EDT)&lt;br /&gt;
:Splitting of the exe is accomplished by first simply copying it with both of the destination filenames. Then sdump is run on each one using settings from XcomUtil.cfg to essentially transform each one into the geoscape only and battlescape only versions. The settings are available in the cfg, but not documented so I don&#039;t really understand them. Though... it is actually starting to make some sense as I compare the cfg to the sdump documentation in XcomUtil.txt. Seems like it would be possible to reverse the patch, though it might require first extracting the correct data from the unsplit version. Note: The split up geoscape.exe and tactical.exe are exactly the same size as the original ufo defense.exe, thus data was not removed by sdump, merely changed. I think the only change needed were to cause geoscape.exe to exit at the right time instead of going immediately to the battlescape, and for tactical.exe to go directly to battlescape loading the mission data like the old DOS version.[[User:Mannon|Mannon]] 22:01, 29 March 2011 (EDT)&lt;br /&gt;
::I believe that I have managed to get XcomUtil and UFO Extenter at least working together with a kludge. My method involves using modified versions of XcuSetup.bat and RunXcomW.bat and the creation of a new exe, (to avoid overwriting the original and keep it as a backup). RunXcomW.bat is changed to point to UFOLoader.exe instead of xcloader.exe and points UFOLoader at the new exe UFOmerge.exe. The second call of xcloader which normally initiates the battlescape has been simply disabled as it will never occur under my setup. The changes to XcuSetup.bat are also pretty simple. I allow it to copy the UFO exe into geoscape and tactical because XcomUtil.exe will only modify these exe&#039;s. But I disable the patching done to each via sdump which turns them into independent phases of the game. Then in every instance where XcuSetup calls XcomUtil to make a change to the exe&#039;s I insert a line after it that uses sdump to merge those exe&#039;s back into UFOmerge.exe. Viola! Theoretically this should allow XcomUtil to modify the UFO exe while still allowing UFO Extender to make it&#039;s own changes. However... Not all XcomUtil functions will work and some of them will flat out break because it cannot be called when switching phases of the game. So, for example, if you use the larger craft XCU includes then you could be in trouble since XCU cannot be run to place your soldiers properly. I suggest you stick to the normal number of soldiers each craft can carry. If I knew a way to make UFOLoader.exe compatible with tactical.exe then it should be possible to have full functionality. It actually works perfectly fine with geoscape.exe. Seb76, if you&#039;re around anymore I can provide you with exactly which bytes are altered in tactical.exe for both UFO and TFTD as they are in XcomUtil.cfg. After looking at the sdump documentation it&#039;s actually pretty straitforward. It basically uses hex numbers as commands specifying goto this address, write the next X bytes, skip the next X bytes, ect... I&#039;ll make my modified XcomUtil files available on my page if anybody asks for them. Now... to figure out how to disable the XcomUtil base disjoint bug fix. lol I think I&#039;d prefer the UFO Extender fix, and I like having the option to leave the bug in place and use it for tactical options.[[User:Mannon|Mannon]] 05:07, 30 March 2011 (EDT)&lt;br /&gt;
:::Kept getting sidetracked, but I finished that part and added it to XcuSetup.bat. All it took was adding the one line, &amp;quot;if exist maps\xbase_01.xcu xcopy maps\xbase_*.xcu maps\xbase_*.map /y&amp;quot; right after XcomUtil does it&#039;s map:cfg write. This only leaves the disjoint bug in xcom bases. I could revert the alien bases too, but I figure why bother doing that.[[User:Mannon|Mannon]] 10:56, 30 March 2011 (EDT)&lt;br /&gt;
::::NVM &#039;&#039;&#039;Skip all this and use XcomUtil 9.7.&#039;&#039;&#039; It works just fine with UFO Extender even with split exe&#039;s, and makes all the bug fixes optional too.[[User:Mannon|Mannon]] 06:40, 5 April 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Heavy Laser Mod ==&lt;br /&gt;
&lt;br /&gt;
Hey Seb, I&#039;ve been trying the new heavy laser. It&#039;s a cool idea, adds some new options during battle :) But I think currently the full auto option is overpowered. I hardly use the burst mode at all. I&#039;d suggest lowering the accuracy and/or (if possible) reducing the amount of shots fired? Currently when I see a single alien I use full auto (can&#039;t miss with 10 shots), when I see a terror unit I use full auto (2x2 + 10 shots = dead terror unit :) ), and when I see a group of aliens I also use full auto (10 shots &amp;gt; 5 shots). A few units still standing? Bring on the next heavy laser.&lt;br /&gt;
Also because these new fire modes don&#039;t mind line of fire restrictions cover won&#039;t help aliens at all (unless the cover is strong enough to withstand HL power). Just use full auto to blast through any house that&#039;s in the way and in most cases it&#039;ll still kill the alien as well. (do need to make sure no agents/civilians are standing in the line of fire though) &lt;br /&gt;
Should note that ATM I&#039;m still only dealing with sectoids and the occasional floater. Will let you know how it fares against the later races.&lt;br /&gt;
[[User:J&#039;ordos|J&amp;amp;#39;ordos]] 05:44, 31 August 2008 (PDT)&lt;br /&gt;
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OK, it&#039;s cool but it really is overpowered. Accuracy must be lower in Auto modes than in Snap, that&#039;s basic in the game. If you assume the Heavy Laser is somehow better optimised for autofire than the Laser Rifle, and set the TUs for normal Auto at say 30% (vs 34% with Laser Rifle) that would let you get off 3 bursts, which would be better. (I could live with the idea that you can also only fire 3 snap shots). Then your &amp;quot;Full Auto&amp;quot; mode would be 100% TUs for 10 rounds and your &amp;quot;Burst Mode&amp;quot; could be 50% TUs for 5 rounds, and that would be consistent with the &#039;standard&#039; Auto mode. But the accuracy per shot needs to be much lower. I would suggest the base Accuracy per shot is reduced to 33% (one third less than Snap, similar to a Laser Rifle). You are still making the weapon MUCH more effective this way. [[User:Spike|Spike]] 12:47, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: On further analysis, even this is too powerful. The stats I just cited would give firepower only a fraction less than a Heavy Plasma - with much lower cost, unlimited ammo and easier-to-reach technology. That&#039;s not balanced. Unfortunately, you can&#039;t really go above 6 shots per turn without unbalancing the game, as none of the 2 handed weapons fire more than 6 shots/turn. So the TUs for Auto need to be 34%-40%, and you can&#039;t really have it fire more than 6 shots per turn even in the Full Auto mode. I would suggest Auto = 35%, Burst = 75%, Full Auto = 80%. Burst and Full Auto only fire 6 shots. Burst Mode fires 2 shots each at 2 waypoints, and a further 2 rounds spread in between the 2 waypoints. Full Auto fires one each at 2 waypoints and 4 shots spread between the waypoints. And maybe the Burst Mode should be the more expensive one as it is more &#039;concentrated&#039; fire. The reason you can&#039;t really exceed 6 shots per turn, even if you reduce the accuracy drastically, is because otherwise you create a super-effective shock weapon at point blank range (and a super effective terrain-clearing weapon). Somehow the &#039;shock power&#039; in particular seems inappropriate for something as clumsy as a Heavy Laser. To rationalise it, think of it this way - it&#039;s not a machinegun, it&#039;s an energy weapon. The &#039;cyclic rate of fire&#039; is limited by the energy circuitry as much as anything else. So squeezing six shots per turn out rather than 3 (the limit with Snap fire) is a pretty good improvement. With the Auto Mode I&#039;ve suggested here, you have still double the &#039;shock&#039; firepower of the Heavy Laser at short range, and increased its firepower by two thirds at longer ranges. Not a bad way to put some life back into a weapon that otherwise has very limited uses. Probably in the &#039;Area&#039; modes (Burst / Full Auto) the Accuracy should drop, say to 25% (vs 33% in standard Auto). [[User:Spike|Spike]] 13:48, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ok I finally shut down my NeXCom Workstation and turned out the lights in the Bean Counter&#039;s Department at X-Com HQ - and headed down to the Armoury. I checked out one of the new, experimental Super Heavy Auto Lasers and ducked onto an Avenger heading into a hot LZ. &lt;br /&gt;
&lt;br /&gt;
Seb, let me tell, you, it was SPECTACULAR! You are the Ayatollah of Rock-and-Rolla! I was like Jesse Ventura in Predator, carving up the jungle with his minigun. I love your gun. It is too cool. It must not be nerfed. So I have another suggestion for your coding skillz: &lt;br /&gt;
&lt;br /&gt;
See if you can get the &amp;quot;hidden item&amp;quot;, Gatling Laser, working. Add your Super Heavy Auto Laser as a new item, using the Gatling Laser image and OBDATA entry. I don&#039;t know if you can add a new Research option or a new Manufacturing option. If you can&#039;t, maybe you can offer it to Purchase (once Heavy Laser is researched, or perhaps Laser Cannon). Given the power of the weapon (as spec&#039;d above), the cost to buy or manufacture should be similar to a Heavy Plasma: around a total cost of $164K to manufacture (including &#039;&#039;all&#039;&#039; costs) or around $225K to buy. As a quick hack, for the time being, if you are still using the Heavy Laser object for the Super Heavy Auto Laser (with 10 shot Full Auto), increase the manufacturing costs and buy/sell prices to roughly the same as the Heavy Plasma. [[User:Spike|Spike]] 13:29, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the nice feedback! The initial idea for this mod came when watching a Laser Squad speedrun (never played the game myself) and seeing the guy waste several baddies with one auto-shot sweep (in this game you can also select the number of shots when auto-firing). I chose to try a modification of the heavy laser for 2 reasons: everybody agrees to say that the default one sucks and second, since it uses no ammunition there is no need to handle out-of-ammo conditions. I personally see this weapon more as a recipe for new doors than a direct way to kill aliens. Several things could nerf it a bit but I didn&#039;t try them yet:&lt;br /&gt;
:*make accuracy lower and lower during a burst (to account for the laser lens deformation caused by overheating). This would restore the advantage of cover and make people thing twice before firing when a friendly unit stands in front&lt;br /&gt;
:*reduce accuracy even further when shooting out of sight (this was mentionned in another post)&lt;br /&gt;
:*change the damage model and reduce the probability that terrain is destroyed when shot&lt;br /&gt;
:*have a cooldown period where the weapon is not useable (not sure if it&#039;s feasible though)&lt;br /&gt;
&lt;br /&gt;
::Yeah cooldown periods! Then restore functionality of the melee HIT command. Hey it worked for incubation: time is running out. ^^ [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 16:27, 7 September 2008 (PDT)&lt;br /&gt;
:::Hm, I already cannibalized the unused &amp;quot;open&amp;quot; and &amp;quot;close&amp;quot; actions for the heavy laser mod, there is no more room for a new &amp;quot;hit&amp;quot; command. Unless... ;-) [[User:Seb76|Seb76]] 11:28, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, here is the last draft before I finalize:&lt;br /&gt;
:*Shooting the HL will cost ~50 energy so you won&#039;t be able to abuse it (the shooter will be a sitting duck)&lt;br /&gt;
:*Each shot of a burst will reduce the accuracy (amount not determined yet)&lt;br /&gt;
:*The [[User:Seb76#Range_Based_Accuracy|Range Based Accuracy]] will always apply to the HL&lt;br /&gt;
:If everybody likes it, I&#039;ll got with that. Any comment? [[User:Seb76|Seb76]] 09:16, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds good to me. [[User:Spike|Spike]] 17:25, 22 November 2008 (CST)&lt;br /&gt;
:OK, here we go. I won&#039;t tell you exactly what I did, just give me your feedback ;-) [[User:Seb76|Seb76]] 05:24, 23 November 2008 (CST)&lt;br /&gt;
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It&#039;s been a while, but recently tried your newest version and it seems the heavy laser is bugged? No matter which firing mode I choose it is extremely inaccurate and a lot of shots after travelling in one direction suddenly &#039;deflect&#039; into another direction for some reason. It&#039;s a miracle none of my own guys were hit :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 12:41, 28 February 2009 (CST)&lt;br /&gt;
:It may have been broken by other stuff indeed. I&#039;ll have a look [[User:Seb76|Seb76]] 17:29, 28 February 2009 (CST)&lt;br /&gt;
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Hey, is it just me or is full auto not affected by range based accuracy, while burst is? I am using the RB accuracy mod on all weapons, and maybe that is affecting it. All I know is, even at long distance, full auto shows full accuracy. Not sure if the burst mode is showing the RB decrease I programmed or not though.&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:01, 14 April 2009 (EDT)&lt;br /&gt;
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:The heavy laser and range based accuracy stuff were developped in parallel and merged later. It is almost sure that things will go wrong if you activate both ;-) I could reproduce some issues and will try to fix them. BTW, I got no feedback for the &amp;quot;shortcuts&amp;quot; patch. Is it broken that badly that nobody wants to have it fixed? [[User:Seb76|Seb76]] 17:00, 18 April 2009 (EDT)&lt;br /&gt;
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I just used an unpatched version (CE, as I always use), and used your patch on it. The only things I even activated in the patch are the video fix so it was playable, the heavy laser mod, and the accuracy mod. Still have the same problem, so yeah... they don&#039;t work well together at the moment. But... I am hooked on the accuracy mod, so I guess Ill just deal with it and not use full auto. As far as shortcuts go... I had enabled it at one time, but I found that I just never used them. Maybe I will try to use it a bit to give you some feedback. I added a comment for alien bases, too, btw. --[[User:Talon81|Talon81]] 15:18, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wish List please please please ==&lt;br /&gt;
&lt;br /&gt;
=== New and Outstanding Requests ===&lt;br /&gt;
&lt;br /&gt;
* Could we get TUs (in current/max format) at the inventory screen while on a mission? It would greatly help with swapping weapons among soldiers.&lt;br /&gt;
&lt;br /&gt;
* Could we get little numbers [like on the screenshot of accuracy mod] showing how much TUs an action on the inventory screen would take? Some players (me, of course, included) can&#039;t really remember all that reloading from backpack or from a leg slot TUs. Also...&lt;br /&gt;
&lt;br /&gt;
* a &amp;quot;drop all&amp;quot; button, maybe?&lt;br /&gt;
&lt;br /&gt;
* Soldiers&#039; positioning in Skyranger is very good... but with the Avenger it is not so pretty. The ones at the top are not the ones closest to the trap door. Chooseable patterns, maybe?&lt;br /&gt;
&lt;br /&gt;
* Remember soldier load outs from last mission and re-equip accordingly. Or maybe just prevent units from taking more than they can carry. Removing grenades first, then magazines and ammo and lastly guns.&lt;br /&gt;
: &#039;&#039;&#039;Save Equipment&#039;&#039;&#039; is under development, still some bugs&lt;br /&gt;
&lt;br /&gt;
* Make it so you can drop more than one screen worth of stuff in the pre-mission equipping phase.&lt;br /&gt;
&lt;br /&gt;
* Allow human side soldiers to reaction fire in their currently saved Reserved Fire mode - eg to take Autofire or Aimed reaction shots. That would be very, very cool. It would also be a balanced trade-off, if these Reacting soldiers were not allowed to &#039;switch&#039; to Snap fire after they no longer have the TUs left to use their Reserved mode. &lt;br /&gt;
&lt;br /&gt;
: Has this been completed via the &amp;quot;Save Reserve Mode&amp;quot; feature? Not entirely I guess as Reaction fire is still always in Snap. To be honest that&#039;s not a bad thing. [[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* Implement your &#039;Area Fire&#039; (as per Heavy Laser) for &#039;&#039;&#039;all&#039;&#039;&#039; large automatic weapons (AutoCannon, Heavy Plasma) or maybe just for all automatic weapons, period. It would be very handy for Autocannon bursts to cover a wider area, firing a narrow burst is often not what you want at all in many tactical situations. There might be a problem implementing this for Plasma weapons, if you couldn&#039;t persuade the Aliens&#039; AI to use the Area modes - it wouldn&#039;t be fair. &lt;br /&gt;
&lt;br /&gt;
* Close down Exploits. (I&#039;ve just been reorganising the Exploits pages so it&#039;s on my mind.) Maybe this is pointless for those who have the willpower just to abstain from using Exploits. But as these are actually bugs I think it would be good to fix them. The worst exploits in my opinion are:&lt;br /&gt;
** [[ExploitsA#Free Manufacturing|Free Manufacturing]]. Probably needs to add a check that the manufacturing project has &amp;gt;0 units before allowing it to start. &lt;br /&gt;
** [[ExploitsA#Free Wages|Free Wages]]. Pay wages regardless of whether staff are in transit. They are on the payroll after all. This has a drawback that you pay twice (1.5x) for staff you hired very near the end of the month, which would affect some styles of gameplay.&lt;br /&gt;
** [[Tactical Exploits]]: The worst ones are the Collision Detection bugs, those I imagine are &#039;&#039;&#039;hard&#039;&#039;&#039; to fix. &lt;br /&gt;
** Eliminate &amp;quot;infinite fuel&amp;quot; exploit for conventional aircraft.&lt;br /&gt;
* Side-arm throws for grenades: It would be nice if the game could first check for a direct fire solution (side-arm throw or straight throw) for a grenade attack, if the target is in range for a straight throw, Range for straight throws would be reduced (to 1/4 or so of the parabolic range). It would only go on to attempt the indirect fire solution (parabolic vertical throw) if the direct fire attack returns &amp;quot;no line of fire&amp;quot;. This would avoid a lot of the &amp;quot;hit the ceiling&amp;quot; issues with grenade indirect fire.[[User:Spike|Spike]] 08:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
* With View All Locations, put some kind of indicator or (better yet) counter on the Geoscape screen when there are UFOs in flight. In case the UFO is on the other side of the world from where you are currently looking. &#039;&#039;&#039;-OR-&#039;&#039;&#039;&lt;br /&gt;
* Make the world rotate at normal speed (i.e. once per 24 hrs. Rotation starts after say 12 or 24 hrs of looking at the Geoscape and not touching anything. Stops again if you touch the globe controls.&lt;br /&gt;
* Make Aliens able to pick up a weapon if they are empty handed! Or just make them pick up anything Alien in their square, if that&#039;s easier. Maybe move them towards a weapon if they have no weapon - much harder to do I suppose. But at least, if they are empty handed and happen to walk over an Alien weapon, pick it up! See discussion [[Wish List#Alien AI|here]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wish List#Prior Recon of Battlefield|&amp;quot;Eye in the Sky&amp;quot;]]. Map (set to visible) all terrain features on Turn 1 (but do not sight any hostile units). Ideally this should be only the exterior of buildings but that&#039;s probably too tricky. Assume we have something like a FLIR on the Skyranger that can do basic imaging of the inside of buildings.  &lt;br /&gt;
&lt;br /&gt;
* Grenades that [[Wish List#Warm Grenades|function normally]].&lt;br /&gt;
&lt;br /&gt;
* Fix Base Storage display problems that lead to storage weirdness. Discussion and recommendations [[Talk:Base Stores#Base Stores Anomalies|here]].&lt;br /&gt;
&lt;br /&gt;
* Enable native alien melee attacks within Alien Pets.  The Floaters are pleading.  (At the moment, Alien Pets+Big Brother means a crashed Superhuman Floater Large Scout costs 6-8 X-COM agents; corresponding crashed Sectoid Superhuman Large Scout is only worth 3-5 X-COM agents.  Floater Large Terror Ship on just Big Brother : only one agent, and that was due to the top-of-stair pinning bug providing enough TU to do something.) -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Do something to help out the psi aliens as well within Alien Pets, as above. -- [[User:Zaimoni|Zaimoni]] 12:39, August 12 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change the master volume level in the game, or at least have a no sound option? [[User:Epiceuropean|Epiceuropean]] 00:26, 12 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
* Would it be possible to change alien equipment loadouts based on their ranks? As in, aliens use more varied equipment between ranks instead of everyone toting heavy plasmas and blasters.&lt;br /&gt;
** Soldiers would never progress beyond rifles. Yes, rifles don&#039;t have as much power as heavy plasmas but they ARE more accurate so X-COM guys would constantly have to be on the watch for snipers.&lt;br /&gt;
** Engineers keep using stunners because of the explosion hazard in the reactor chamber where they usually patrol.&lt;br /&gt;
** Navigators and Medics always stick to pistols (sidearms) because they&#039;re supposed to be &#039;&#039;&#039;non-combat personnel&#039;&#039;&#039;.&lt;br /&gt;
** Leaders are the only ones who use heavy plasmas in order to invoke what TVTropes calls &#039;&#039;&amp;quot;Authority Equals Asskicking&amp;quot;&#039;&#039;.&lt;br /&gt;
** Ditto with Commanders being the only ones toting blasters.&lt;br /&gt;
:This way people won&#039;t be forced to depend entirely on heavy plasmas if they don&#039;t want to waste Elerium on ammo manufacturing for guns the aliens stopped using months ago.--[[User:Amitakartok|amitakartok]] 01:58, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
* On the unlikely chance you&#039;re still working on the loader, a few more ideas for your consideration:&lt;br /&gt;
** Whenever a Zombie&#039;s health is below a certain threshold, there&#039;s a chance that the Zombie hatches into a Chryssalid at the end of each alien turn. The chance increases the lower the Zombie&#039;s health gets, ie. a Zombie at 1 HP would have a higher chance than one just barely skirting the threshold.&lt;br /&gt;
** Psionic aliens, aside from having a normal sight range, also get a shorter range within which they can detect enemies. This psionic detection works in every direction regardless of facing and even through walls, making it that much harder to sneak up on them. Optionally, psi-trained soldiers could gain the same ability while holding a probe, with detection range depending on psionic strength (although it shouldn&#039;t reveal the exact alien with weapon, only that someone&#039;s there. Like the motion detector).&lt;br /&gt;
** Suppressive fire: aliens knowing a soldier&#039;s location behind cover (terrain obstacle) gauge the obstacle&#039;s toughness, based on their intelligence. If the cover is weaker than what weapon the alien is holding AND the alien passes an intelligence check, the alien will auto-fire the weapon into the cover to get at the soldier behind it. Now, I don&#039;t know it this is actually possible to implement but it&#039;d make Ethereals with heavy plasmas that much scarier, ESPECIALLY when combined with the above.&lt;br /&gt;
*** Could be reversed as well: if the alien has low intelligence (hint: muton soldiers) and the cover is stronger, the alien will have a chance of wasting ammo trying to blast through.&lt;br /&gt;
** Related to the above: if the alien sees a soldier, the soldier fires at but does not kill the alien then breaks line of sight before the human turn is over causes the alien to undergo an intelligence check. If it passes, the alien primes a grenade to two turns and tosses it to the soldier&#039;s last seen location to flush him out.&lt;br /&gt;
*** Related to the above, not known if possible: primed grenades on the ground in a soldier&#039;s field of vision display how much time is left until detonation. If it is an alien grenade, it must be researched to see the timer. Alternatively, you can only see the timer while the soldier who primed it is selected (as he knows the setting).&lt;br /&gt;
** Meleeing with non-melee weapons (like pistol-whipping) gets physical damage and a damage multiplier to stun damage if the soldier is wearing powered armor.&lt;br /&gt;
** Similarly, heavily armored soldiers with both hands empty can still melee, albeit not do much damage (three hits to down a sectoid, for example).&lt;br /&gt;
** A really bastardly one: alien commanders purposely killing themselves (shooting themselves in the foot with a blaster or priming a grenade, throwing it to one hex next to themselves and stepping on it) to avoid capture if not stunned or mind-controlled in time. Could optionally be tied to morale.&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 16:05, 24 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== A few more ===&lt;br /&gt;
&lt;br /&gt;
Do any of these take your fancy:&lt;br /&gt;
&lt;br /&gt;
* Draw the Radar detection radii onto the map as a circle(s) around the base (also for moving aircraft?)&lt;br /&gt;
&lt;br /&gt;
* Show All UFOs (Ultrawave Detector - like Show All Locations, but doesn&#039;t show Alien Bases, you still have to hunt for those).&lt;br /&gt;
&lt;br /&gt;
* Sensible Ammo Recovery = add up all remaining rounds of ammunition at the end of a mission (in the ship, if Aborting), and recover a number of (full) clips equal to that number divided by the clip capacity (rounded down maybe).&lt;br /&gt;
: There&#039;s a reason I didn&#039;t turn Clip Recovery on, and it&#039;s that I guessed that it didn&#039;t work exactly as it&#039;s suggested here. If it did work like this, I would use it. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
* Implement tactical time limits for UFO Assaults/Recoveries. After a random period (within a pre-defined upper and lower time limit), the aliens leave. Pop up warnings appear at the end of each turn, saying the UFO engines are powering up. When the aliens leave, all aliens/items/equipment inside the UFO is gone - no loot, no score. Any soldiers still inside the UFO are considered MIA. The soldiers are &#039;&#039;captured&#039;&#039; in fact - score penalty worse than MIA? There must be one conscious alien inside the UFO for it to leave or attempt to leave. Maybe any live aliens outside are &#039;beamed&#039; or &#039;tractored&#039; inside the UFO, complete with their equipment? (E.g. the mission ends and you don&#039;t get score for them or their equipment either - just for the corpses and dropped loot).&lt;br /&gt;
&lt;br /&gt;
* No Milk Please: After XCom withdraws from an Alien Base, randomise the base&#039;s location and make it hidden again. Just like what happens to the aliens after they fail to assault an X-Com base. Though you would probably still need to locate it within the same country or region so finding it again wouldn&#039;t take long I guess. Would it mess things up to move the base to a random part of the world?&lt;br /&gt;
&lt;br /&gt;
* [[User:Spike#Tank mods|Tank Armour and Equipment Mods]]&lt;br /&gt;
&lt;br /&gt;
But I should probably code this up myself, looking at your source code it doesn&#039;t look &#039;&#039;&#039;too&#039;&#039;&#039; hard. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Burning Zombies&lt;br /&gt;
&lt;br /&gt;
It&#039;s more or less impossible to prevent Zombies from hatching into Chryssalids by killing the Zombies with fire, since fire does such a small amount of damage, and the requirement is that the actual killing point of damage is done by an incendiary. Apart from hitting them with an incendiary and running away, then waiting about ten turns for them to die (probably repeating the attack once or twice), this is only ever going to happen by blind luck. &lt;br /&gt;
&lt;br /&gt;
It would be much more viable if the rule was (also?) that a Zombie which is &#039;&#039;&#039;on fire&#039;&#039;&#039; at the time of death would not hatch into a Chryssalid. This is not exactly easy either, but it is at least possible. It requires hitting the Zombie repeatedly with incendiary weapons until it catches on fire, then killing it right away with regular weapons (before the fire goes out). &lt;br /&gt;
&lt;br /&gt;
A much easier version of this approach would be to say that if the Zombie is killed while it is &#039;&#039;&#039;in fire&#039;&#039;&#039;, it does not hatch. But that is probably too easy. &lt;br /&gt;
&lt;br /&gt;
A way to do this by hacking game files, without code changes, would be to increase the Zombie susceptibility to fire, to 200%. This would make incendiary weapons a viable way of killing them, as well as increasing the likelihood that the killing shot was an incendiary shot. &lt;br /&gt;
&lt;br /&gt;
An alternative approach would be for the Zombie to have a chance of not turning into a Chryssalid, proportional to the percentage of health damage that had been caused by incendiaries. But that&#039;s probably too hard to track, it would require an extra/unused field in UNITREF.DAT. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:12, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Fear of Fire&lt;br /&gt;
&lt;br /&gt;
Apparently there is no morale effect from [[Incendiary#Damage|Incendiary damage]]. If anything, for humans, and maybe be for other humanoid aliens, fire should probably have a greater morale effect than ordinary damage, not none. A basic fix would treat fire damage the same as normal damage when reducing morale. A more complicated fix could add a weighting to this morale effect: multiply by the creatures susceptibility to fire (or reduce by its resistance to fire). Any creature or soldier that is immune to fire should not have its morale affected. Actually the affects of fire vary quite a lot (different aliens, different human armour types). Maybe this is why the designers didn&#039;t get around to implementing morale effects for fire, as it&#039;s a bit complicated. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:40, 7 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Multi Stage Missions ===&lt;br /&gt;
&lt;br /&gt;
Between each stage of a multi-stage mission:&lt;br /&gt;
&lt;br /&gt;
* Send all artefacts (non-usable items), corpses and recoverables back to base&lt;br /&gt;
* If possible, remember the score for these items, and apply it to the score at the end of the mission&lt;br /&gt;
* Alternatively, pop up a score window between the mission stages, and apply the score then?&lt;br /&gt;
* Gather all loose usable equipment into the &amp;quot;equipment pile&amp;quot; for the next stage&lt;br /&gt;
* Or possibly re-run the Equip Screen between mission stages, again gathering all loose usable items into the equipment pile first.&lt;br /&gt;
* Keep an 80 item limit on what you can take into the next stage&lt;br /&gt;
* Prune down to the 80 item limit using some sensible rules, not sure what exactly.&lt;br /&gt;
&lt;br /&gt;
This is of limited use in X-Com EU but would be much more use for TFTD, one day. EU has only one multi stage mission, and it ends the game, so only some of these points above will be relevant. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:54, 2 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Even More ===&lt;br /&gt;
&lt;br /&gt;
Tremendous work, you&#039;ve pretty much made the game worth playing again.  Best work since Xcomutil.  As with everone else, I have a few requests. [[User:KingMob4313|KingMob4313]] 23:59, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Ability to change damage modifier.  Right now the damage runs from 0-200% of damage values on the weapon.  I&#039;d love to see a way to change it to 50-150%, 75-125% or the like. &lt;br /&gt;
&lt;br /&gt;
: A modifier to increase or decrease the explosion radius modifier.  Right now the radius is either keyed to the explosive or to the explosive damage.  I&#039;ll investigate it further.  But it would be nice to have a very small radius, but high powered explosive for use as a breaching charge. &lt;br /&gt;
:: There is a &amp;quot;crimping&amp;quot; function on some of the explosions already so it might be possible to exploit that. Check the [[Explosions]] page. [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: A modification of the range based accuracy.  One handed weapons have a shorter range, to the point that even their aimed shots have an effective range, two handed weapons have a further range (and no aimed shot effective range) and really heavy two handed weapons have an even further range. &lt;br /&gt;
&lt;br /&gt;
: Ability to enable the Burst fire (5 shots over 3 picked spots) and/or the full auto mod that is on the heavy laser on other weapons (set by a flag).&lt;br /&gt;
&lt;br /&gt;
: A modification so that on the alien&#039;s side first turn, they do not have their full time units in reserve for reaction fire. Nothing like getting shot 3 times from the same sectiod after missing ONE shot on them.&lt;br /&gt;
&lt;br /&gt;
:: You could always wait a turn before you open the door. :) [[User:Spike|Spike]] 14:46, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Good point, I should be doing that anyways.&lt;br /&gt;
&lt;br /&gt;
=== More Exploits to Close ===&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
Probably the worst single exploit in the game. What is needed is to disable any mind control actions for a Psi Amp, if the unit holding the Psi Amp is currently mind controlled. &lt;br /&gt;
&lt;br /&gt;
Also a general mind control bug/exploit fix for:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Civilian Traitors]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Resurrect Zombified Agents]]&lt;br /&gt;
* [[Exploiting Mind Control#Exponential Mind Control|Zombie&#039;s Permanent Control of Aliens via Stunning]]&lt;br /&gt;
: Above 3 bugs are fixed by &#039;&#039;&#039;Hostile Civilians&#039;&#039;&#039; fix.&lt;br /&gt;
&lt;br /&gt;
* Probably many other missing/MIA-type bugs&lt;br /&gt;
&lt;br /&gt;
These probably all arise from the daft decision to save a single byte (or even bit), by not recording separately the current vs default &amp;quot;side&amp;quot; a unit is on. The game only tracks the &amp;quot;current side&amp;quot;. Consequently when mind control ends, the game often makes dumb decisions as to what side to &amp;quot;restore&amp;quot; the unit to. We could use an unused byte to track the default &amp;quot;side&amp;quot;, but that would require overloading a presumed &amp;quot;unused&amp;quot; field and that could be risky. But actually we can always deduce the &amp;quot;default side&amp;quot; from the unit type: XCom for soldiers and tanks, Neutral for Civilians, Alien for everything else. So what is needed is just an end-of-turn check to restore everything to its correct side, based on its unit type. Actually it&#039;s slightly complicated by alternating turns. You need to update all (originally) Alien units at the end of the Alien turn, all originally XCom units at the end of the XCom turn. You might also need a special end-of-game update, to avoid the MIA-type bugs. [[User:Spike|Spike]] 12:22, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: AlienSWP.py implements turnswapping via mind control, like XCOMUtil.  Handling the alternating turns, as you described, is necessary to make mind control work properly (a mind-controlled alien remains with X-COM during the alien turn, and so on).&lt;br /&gt;
&lt;br /&gt;
: I would assume that the original programming team had a coding policy forbidding both bitfields, and emulating them with bitwise shifts.  That&#039;s really the only way I can explain most of the idiosyncrasies of the file format.  [[User:Zaimoni|Zaimoni]] 12:07, 26 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Soldier Colouration ===&lt;br /&gt;
&lt;br /&gt;
Not the most &amp;quot;practical&amp;quot; request in terms of changes to gameplay, but still something I feel would be pretty cool if incorporated. Basically, the option to have the battlescape engine display soldiers according to their race/hair colour, as according to their inventory screens, [http://www.strategycore.co.uk/forums/post-a1669-.html like this].&lt;br /&gt;
&lt;br /&gt;
The stored tactical [[PALETTES.DAT|palette]] is made up of 16 groups of 16 colours (256 total), in this order (though the last 16 colours are replaced with a grey-scale shade list at run-time, similar to the other fifteen groups - refer to the page on palette data for more info on that):&lt;br /&gt;
&lt;br /&gt;
[[image:5_BattleScapePal.Png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Solders are drawn using colours from three of these groups: One for their clothing (x50-x5F for overalls/power armor, xE0-xEF for personal armor), one for their skin (x60-x6F), and one for their hair (x90-x9F). Flying suits use a few extra colours, but they don&#039;t matter for the sake of this explanation (they don&#039;t show hair/skin anyways).&lt;br /&gt;
&lt;br /&gt;
With my [http://www.strategycore.co.uk/files/index.php?dlid=686 battlescape editor] I incorporated a feature where you could have the program redraw units on the fly (as per the screen shot), changing just the hair/skin colour. For example, to check to see if a colour index was supposed to represent hair, it simply checks if &amp;quot;(&#039;&#039;value&#039;&#039; &amp;amp; xF0) == x90&amp;quot;, and if so, it&#039;d add or subtract a certain figure to achieve the desired colour.&lt;br /&gt;
&lt;br /&gt;
Well, there&#039;s a bit more to it then that (males in personal armor have a different hair colour already), but I&#039;m sure the basic concept is obvious to you by this point. If you&#039;re interested, you can see a sample function in a file included in my toolkit - &amp;quot;bb_tact\UnitDrawer.java&amp;quot;, line 384. It&#039;s not exactly well documented, but if you check the hair/skin arrays it refers to, it should be fairly obvious what it does. While the program is running, the &amp;quot;characteristics&amp;quot; variable is set to &amp;quot;true&amp;quot; by tapping C on your keyboard. Of course, I&#039;ve no idea how the actual game deals with drawing soldiers, but I assume it decompresses every [[Image_Formats#PCK|PCK]] image every time it wants to draw it, same as my code does.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:46, 4 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
*[[Wish List]]&lt;br /&gt;
*[[Known Bugs]]&lt;br /&gt;
*[[Exploits]]&lt;br /&gt;
&lt;br /&gt;
== Completed Items - Thanks Seb! ==&lt;br /&gt;
&lt;br /&gt;
See also the lists at: [[User:Seb76#Mods]] and [[User:Seb76#Bug_Fixes]]&lt;br /&gt;
&lt;br /&gt;
* Add 1-2 UFO Navigation to the haul after a successful Alien Base Assault. &lt;br /&gt;
:The game actually has specific code to remove these from the recovered items, it&#039;s just a matter of bypassing it. Next version will have an option to do so. [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:: Completed with the &amp;quot;Keep Base Navigation Tables&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
* Random chance (1-2%, and only for Scouts) per mission that a UFO accidentally crashes - like the &amp;quot;Roswell Incident&amp;quot;. Crash site would be automatically detected &amp;amp; UFO would have random damage. &lt;br /&gt;
:Sounds like a nice idea. I&#039;m working on it but I still have some crashes, and the routine to check if a ship is over water does not seem to work properly :( [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
:Update: feature almost complete, time to bake a new version ;-)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
:There are probably some bugs lurking (the most likely problem would be unfreed CRAFT.DAT entries), but I don&#039;t think I&#039;ll change the code much now. [[User:Seb76|Seb76]] 07:47, 13 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Got an idea while I was at work today that I thought I&#039;d throw onto the wish list. Some means to completely fast-forward the base defense screen. Either by making all the firing sequences happen in an instant, or completely skip the screen altogether. I always advise against making impenetrable bases if only to preserve your sanity. I mean you eventually get sick of being interrupted to watch the defense module firing screen for the umpteenth time. If you never got the interruptions then an impenetrable base would be quite satisfactory. You shouldn&#039;t be getting any points for a failed base attack so you won&#039;t be gaining from it. About the only problem would be when an undefended base gets destroyed, unless you can make a dialog box pop up to announce it. -[[User:NKF|NKF]] 03:10, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Fixed with &amp;quot;Faster base defence sequence&amp;quot; option. [[User:Spike|Spike]] 06:40, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Multiple Radar - Fixed. &lt;br /&gt;
&lt;br /&gt;
Can I ask what algorithm you used for Multiple Radar? The algorithm in my BaseFixer.py Python script is actually much better than the fairly lame one described on my User page. [[User:Spike|Spike]]&lt;br /&gt;
:As I said, I used about the same as in you BaseFixer script:&lt;br /&gt;
 float shortDetection=pow(0.9f,smallRadars);&lt;br /&gt;
 float largeDetection=pow(0.8f,largeRadars);&lt;br /&gt;
 &lt;br /&gt;
 *(short *)(&amp;amp;base[0x10])=(short)((1.0-shortDetection*largeDetection)*100.0);&lt;br /&gt;
 *(short *)(&amp;amp;base[0x12])=(short)((1.0-largeDetection)*100.0);&lt;br /&gt;
:However I keep the computed value even for the one small/one big radar combo ;-) [[User:Seb76|Seb76]] 07:19, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Accuracy reductions for long range snap and auto fire - Fixed. &lt;br /&gt;
* Aircraft always ready for mission despite re-fuel/re-arm status - Fixed&lt;br /&gt;
* Stack up base build orders in advance - Implemented&lt;br /&gt;
* More smoke and fire - Fixed&lt;br /&gt;
* Blaster drift and waypoint bug - Fixed&lt;br /&gt;
* Stats visible during Equip phase - Implemented&lt;br /&gt;
* Melee combat (bludgeoning) with any weapon - Fixed&lt;br /&gt;
* With &amp;quot;Council Funding Only&amp;quot;, allow items to be sold for money if they are &#039;&#039;purchasable&#039;&#039; (i.e. conventional weapons). Buying and selling these is loss making, and there is no source of them on the Battlescape, so it does not create any &amp;quot;income&amp;quot; (except at the start of the game perhaps). But it does help to manage a tight budget. And you need all the help you can get with &amp;quot;Council Funding Only&amp;quot;. Check offset 18 of [[PURCHASE.DAT#Structure|PURCHASE.DAT]] If byte 18 is true then it&#039;s ordinarily Purchasable, so it&#039;s ok to sell that item. - OK, here is your christmas gift ;-) You can sell what you can purchase now. [[User:Seb76|Seb76]] 08:28, 28 December 2008 (CST)&lt;br /&gt;
* Close Down Exploits&lt;br /&gt;
** [[ExploitsA#Robotic Manufacturing|Robotic Manufacturing]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]] - Fixed&lt;br /&gt;
&lt;br /&gt;
* More video options. In particular, an option to put padding at the top and the bottom of the screen to preserve the aspect ratio on a 4:3 monitor. Maybe it&#039;s just me, but stretching the original height of the game to fit a 4:3 screen makes the Battlescape look weird. (Actually, if you update the source code link, I could try to do it myself. The current source doesn&#039;t seem to include your more recent changes. --[[User:Mikawo|Mikawo]] 20:30, 12 August 2009 (EDT))&lt;br /&gt;
** Thanks for uploading the new source code. I managed to add the letterboxing that I wanted. If you wanted to make it an official feature I could upload the updated files. And I don&#039;t think I said this before, but thanks for the great loader! --[[User:Mikawo|Mikawo]] 18:40, 14 August 2009 (EDT)&lt;br /&gt;
:Go ahead and upload/PM me the file (d3d.cpp I presume?), I&#039;ll gladly incorporate your modification. [[User:Seb76|Seb76]] 19:14, 14 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Fix the [[Tactical Exploits#Fire|bug]] where all units in smoke/fire take stun/fire damage, whenever any smoke/fire hex is hit with an [[Incendiary]].&lt;br /&gt;
&lt;br /&gt;
:: Boy oh boy this is a tough one. First we need to figure out how Incendiary actually works. Zombie is getting in to some heavy testing over on [[Talk:Incendiary]]. Right now, the more we learn, the more we know we &#039;&#039;don&#039;t&#039;&#039; know. With this &#039;Funky Fire&#039; bug, presumably what is going on is that during an Incendiary explosion, the game engine loops through all units that are in fire(and on fire?). This is wrong. What it should be doing is testing to see if they are within the Area of Effect of this particular IN round. The game definitely has working code to correctly select units within an area of effect, since that&#039;s what happens for HE and Stun explosions. But in this case it does not apply the correct selection criteria. What is looks like it does is scans the Unitref table (copy in memory) for every unit standing on a tile with fire in it, and maybe also with the &#039;on fire&#039; flag set. Both of these lookups are actually irrelevant to an exploding IN round. These looks would make exact sense for the end-of-turn processing of fire damage, but not for the instantaneous effect of an IN round. They should use the HE/Stun routine instead, to select the units for processing. Then when the units are selected, it should apply the IN effects - still to be determined. So yes, I think what&#039;s happened is the coders mistakenly used the &amp;quot;end of turn&amp;quot; criteria to select units for instantaneous damage/effect when an IN round explodes. Anyway, once Zombie has sorted out the facts, maybe you could take a look at these IN explosion routines? I guess one difficulty is that the HE routine is performing 2 functions - it&#039;s doing damage to terrain, and also flagging units to apply damage to. It may also be setting smoke. Similarly, the IN routine ought to have 2 functions - to apply fire/burning time to the tile, but also to apply IN damage effects to the occupants of the tiles. This really could be coded badly and just hard to fix. [[User:Spike|Spike]] 19:17, 11 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
OK I&#039;m pretty sure this is the whole problem with the Funky Smoke/Fire bug. What&#039;s going on is the Incendiary Explosion routine is calling the whole end-of-turn smoke/fire processing routine, every time an IN round explodes anywhere on the map. That&#039;s why you get smoke induced stun as well as fire-induced damage. All you need to do is find this IN Explosion routine and make it return unconditionally before it calls the end-of-turn routine. That will substantially solve the bug. What the IN Explosion routine ought to do is:&lt;br /&gt;
&lt;br /&gt;
# In area of effect&lt;br /&gt;
##add fire to tiles&lt;br /&gt;
##&#039;&#039;&#039;possibly&#039;&#039;&#039; do 33% check for units to catch fire - &#039;&#039;&#039;unless&#039;&#039;&#039; this is performed by the end of turn routine (probably)&lt;br /&gt;
# IF a unit was hit directly&lt;br /&gt;
## check to see if it catches fire&lt;br /&gt;
## &#039;&#039;possibly&#039;&#039; do &amp;quot;impact&amp;quot; damage. &lt;br /&gt;
# Return, &#039;&#039;&#039;without&#039;&#039;&#039; calling the end-of-turn smoke/fire routine&lt;br /&gt;
&lt;br /&gt;
And it&#039;s entirely possible there was never supposed to be any &amp;quot;impact&amp;quot; damage, all that was intended was to set tiles and units on fire, with any damage only coming at the end of turn. You can easily imagine a last minute and ill-considered coding decision to run the end of turn routine upon every IN explosion, as an attempt to increase IN lethality, without thinking through the implications properly. So the &amp;quot;impact&amp;quot; damage could just be a side effect of the funky fire bug - applying the 5-10 &amp;quot;on fire&amp;quot; damage right away, when it was meant to be applied at end-of-turn. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 22:11, 11 March 2009 (CDT)&lt;br /&gt;
:Hey, that&#039;s a nice piece of supposition:) There is actually what I called an ApplyFireAndStunDamage function which is indeed called after IN explosions and at the end of the turn... It basically damages/stuns every unit on fire/in smoke and makes units standing in firing tiles possibly take fire. The function is called 5 times, one of which is at the end of the turn so patching the 4 other locations should remove the bug; but also weaken the IN rounds...[[User:Seb76|Seb76]] 16:22, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks! :) But now you&#039;re scaring me - why would there be &#039;&#039;&#039;4&#039;&#039;&#039; calls to this function, apart from end-of-turn? Why wouldn&#039;t there just be one piece of common code, one call, for IN explosions? I&#039;m racking my brains. I guess there could just be 4 different situations when an IN round could explode. Maybe - direct impact, impact with terrain, reaction fire, large units, auto fire... guesswork! Reaction fire is a good guess - we already know lots of things that are bugged with reaction fire, which suggests the code for reaction fire may be a separate loop. There are hints that auto fire may be handled differently for IN - only hints. I&#039;d be worried patching out all 4 calls. But, if you can do it, I&#039;m very happy to test for unintended consequences. &lt;br /&gt;
&lt;br /&gt;
::It will be interesting to see if patching out all 4 calls eliminates &amp;quot;impact&amp;quot; IN damage from direct hits - suggesting it was only ever an unintended effect of the bug. It may not be possible, but &amp;quot;impact&amp;quot; damage might be the one thing to retain, to avoid making IN weapons too weak. Still it might not be an option. Interesting stuff! &lt;br /&gt;
&lt;br /&gt;
::Any chance you could do 5 separate config file flags to mask out the 5 calls? Then I could determine by experiment what each one does. [[User:Spike|Spike]] 18:27, 12 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Replace the batch file that runs xcomutil. Make it so the loader will call an outside program at certian points. Add a section to the config file that will allow the user to pick a program to be run.&lt;br /&gt;
[Utilities]&lt;br /&gt;
Run Utilities=0|1&lt;br /&gt;
Run before battle=&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run after battle =&amp;quot;xcomutil ...&amp;quot;&lt;br /&gt;
Run before base screen=&amp;quot;xcomutil ...&amp;quot; &lt;br /&gt;
:The above works perfectly. [[User:KingMob4313|KingMob4313]] 00:05, 13 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Allow scrolling the map with the keyboard. &amp;quot;WASD&amp;quot; as default maybe, since you used the arrow keys and most people have thier left hand free anyway. Allow moving units one square at a time with the numpad. First tap changes facing if not looking that way, second one moves you in that direction.&lt;br /&gt;
:Fixed via Keyboard Shortcuts - and configurable too.&lt;br /&gt;
-- Sorry, I am having trouble finding this addition. Is it in the newest version? I can&#039;t see where to configure it if so.&lt;br /&gt;
&lt;br /&gt;
== Warm Grenades ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have a Mod where grenades / HE  explode a set number of half-turns after you drop/place them. &lt;br /&gt;
&lt;br /&gt;
This could be implemented by an extra bit of logic that increments the &amp;quot;Turn When I Will Explode&amp;quot; field by +2 if the grenade is being held/worn when the Explode check happens. &lt;br /&gt;
&lt;br /&gt;
For me this is a more natural way for grenades to work: set the fuse, then the fuse only starts when you release the spring or set the HE pack in position. Certainly hand grenades should behave this way. I guess people could argue that HE packs should behave in the standard way. In which case, you could check the weapon type and use different logic for HE.  &lt;br /&gt;
&lt;br /&gt;
Hopefully the Alien AI would not be confused by any of these changes. I suspect the AI cheats anyway? Or always sets to 0 and throws right away? [[User:Spike|Spike]] 02:00, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Facility maintenance cost bug ==&lt;br /&gt;
&lt;br /&gt;
Could you fix that? [[User:Spike|Spike]] 16:15, 3 September 2008 (PDT)&lt;br /&gt;
:I&#039;m a bit confused about this one. Some says that the fund graph is OK but not the amount of money taken. I had a look at the code and found that what is shown on the graphs is exactly the same amount as removed (the graph data is updated at the same place and the computation is done once for both). I think I remember also someone saying that the bug does not exist at all... Can someone clarify? [[User:Seb76|Seb76]] 02:31, 15 September 2008 (PDT)&lt;br /&gt;
::The graph is ok and the amount of money taken is ok (tested). What is wrong is the maintenance displayed in the &#039;Base overview&#039; screen (in every respective base you go to &#039;overview&#039; and something like &#039;maintenance&#039;). The wrong way is very well described here [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]], I think you will guess what exactly is wrong in the code. --[[User:Kyrub|Kyrub]] 15:34, 17 September 2008 (PDT)&lt;br /&gt;
:Thanks, I found the code and it is indeed completely f*cked up. I&#039;ll try a fix tomorrow. [[User:Seb76|Seb76]] 16:53, 17 September 2008 (PDT)&lt;br /&gt;
:Edit: Done. What&#039;s next? ;-) [[User:Seb76|Seb76]] 01:15, 18 September 2008 (PDT)&lt;br /&gt;
::Blimey. Seeing the work you have put in (below), it is impressive beyond measure. And... what next? Well... Could you possibly fix a game harming BUG of the blind spots? How come he sees you, and you do not see him, and vice-versa? There must be some strange way the line of sight is implemented in the code... See here: [[http://www.ufopaedia.org/index.php?title=Line_of_sight]], &amp;quot;Blind spots around the corner&amp;quot;.&lt;br /&gt;
Just how bad was the mess up? Curios minds demand to know! By the way, my mind was wandering while at the office and one thing came to mind to add to your already useful inventory display: Armed grenade status. Ever drop one you&#039;ve just armed and lose it in a pile of other unarmed grenades on the ground? &lt;br /&gt;
:Well, from the look of it, I think they were trying to compute the maintenance cost using an array. Obviously something was wrong.&lt;br /&gt;
:*they first try to clear an array of 0x11 entries at the begining of the function (there are 0x11 base elements types, hangar count as 1). Note that there is already a bug here and the array is not cleared as expected, only the first entry is cleared 0x11 times...&lt;br /&gt;
 mov     esi, 11h&lt;br /&gt;
 ...&lt;br /&gt;
 loc_44004C:&lt;br /&gt;
 dec     esi&lt;br /&gt;
 mov     word ptr [esp+3Ch+elementsArray], 0&lt;br /&gt;
 jnz     short loc_44004C&lt;br /&gt;
:*ecx is initialized to point to the maintenance cost data (nothing wrong here)&lt;br /&gt;
 mov     ecx, offset baseElements.maintenance&lt;br /&gt;
:*then they loop on each base element, but the inner loop is nonsense (at this point ax contains the base element type. edi is the total maintenance cost):&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 lea     edi, [edi+eax*8]                        ;totalMaintenaceCost+=elementMaintenanceCost*1000&lt;br /&gt;
:we see that they increment the array element, but the content of the array is discarded and the maintenance cost (edi) is computed simply from [ecx].&lt;br /&gt;
:*then after each row, we have this:&lt;br /&gt;
 add     ecx, 10h&lt;br /&gt;
:which explains why the cost changes for each row.&lt;br /&gt;
:I don&#039;t see what kind of C code could produce such disassembly; maybe there is a bug in the compiler,at least the address calculation should have been removed (optimized out).&lt;br /&gt;
:The fix required two patches:&lt;br /&gt;
:*remove the incrementing of ecx for each row&lt;br /&gt;
 char nop[]={0x90,0x90,0x90};&lt;br /&gt;
 PatchInPlace(0x44066E,nop,3);&lt;br /&gt;
:*make a working inner loop:&lt;br /&gt;
 char patch[]={&lt;br /&gt;
   0x03, 0xc0,                  // add eax,eax&lt;br /&gt;
   0x8a, 0x04, 0xc1,            // mov al, BYTE PTR [ecx+eax*8] ;get the maintenance cost for the *specific* base element&lt;br /&gt;
   0x0f, 0xb6, 0xc0,            // movzx eax, al&lt;br /&gt;
   0x90, 0x90, 0x90, 0x90, 0x90 // nop the remaining&lt;br /&gt;
 };&lt;br /&gt;
 PatchInPlace(0x440651,patch,13);&lt;br /&gt;
:this takes care of the nonsense code&lt;br /&gt;
 inc     word ptr [esp+eax*2+44h+elementsArray]  ;increment the array entry corresponding to the base element type&lt;br /&gt;
 lea     eax, [esp+eax*2+44h+elementsArray]      ;get the address of the array entry we just incremented&lt;br /&gt;
 xor     eax, eax                                ;discard the address we just computed (!)&lt;br /&gt;
 mov     al, [ecx]                               ;get the maintenance cost from ecx; the element type is not used here (!)&lt;br /&gt;
&lt;br /&gt;
Very interesting stuff! By the way I&#039;m playing a &amp;quot;Roswell&amp;quot; game at the moment and loving it - thanks Seb! [[User:Spike|Spike]] 10:31, 20 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade Status Indicator==&lt;br /&gt;
&lt;br /&gt;
Is it possible to include an indicator on the end of the grenade&#039;s name string to show whether the grenade has been armed? Or perhaps even show how many grenade ticks are left to go? &lt;br /&gt;
:Hmm, I&#039;ll see if I can find something&lt;br /&gt;
&lt;br /&gt;
== Keyboard Support ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to introduce some keyboard shortcuts for simple tasks? -[[User:NKF|NKF]] 00:48, 19 September 2008 (PDT)&lt;br /&gt;
:sSuch as? [[User:Seb76|Seb76]] 02:52, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm, perhaps a few keys like they had in Apocalypse for ending the turn and raising/lowering the elevation with the page up and down keys would be a good start, or jumping to the inventory screen. Perhaps keys in the Geoscape for setting the time compression settings. I can already see a bit of an obstacle with adding a key capture function in the Geoscape, you&#039;d have to know when you&#039;re entering strings or every other time when you&#039;re just toggling the Geoscape overlay. I&#039;ve always admired this game for relying on a two button mouse for pretty much everything except when entering strings, but if it&#039;s within the realm of possibility I think it would be great to have some keyboard shortcuts. -[[User:NKF|NKF]] 12:39, 19 September 2008 (PDT) &lt;br /&gt;
&lt;br /&gt;
Well, since it has been a little while now, and nobody has said anything, let me be the first. Thank you for the shortcuts on the geoscape. As I mentioned before, I had the shortcuts on battlescape on, but personally I never used them because it is not timed. But the geoscape, being that there is no pause, I have found a lot of use in shortcuts. Works perfectly for me, too. Secondly, the obdata editing feature is fantastic. If only it worked on accuracy, too....&lt;br /&gt;
Thanks again, my friend. --[[User:Talon81|Talon81]] 17:19, 22 May 2009 (EDT)&lt;br /&gt;
:I&#039;ve put a new version with support for more settings, give it a shot ;-) [[User:Seb76|Seb76]] 06:25, 23 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First off have to say that this is outstanding work Seb, sincere thanks for what you have done here. I have started playing this again after years thanks to your hard work. I was going to suggest the old smoke limit problem but before I could you fixed it!! I have some other ideas, I know there are a lot but I thought I would throw them in anyway. Don’t mind if you think there all rubbish, you’ve done loads already. &lt;br /&gt;
:Thanks. Don&#039;t hesitate to suggest stuff, if it is not too difficult I&#039;ll try to make something :)&lt;br /&gt;
BTW is there a separate loader with your new Laser weapon? Can’t see it listed in the extender file (not researched it in my current game yet).&lt;br /&gt;
:There is a special [[Image:UFOExtender-dev.zip|dev version]] for the HL mod. It is not in the normal package since it is still too experimental. &lt;br /&gt;
A suggestion for a mod would be the following; I understand that if you defeat an alien assault on your base with base defense measures, then the aliens will continue to attack that base with more battleships until defeated inside the base (they then have to ‘find’ your base again before launching another attack). Can this be altered so that if their battleship is destroyed then they have to find your base again before dispatching anther battleship? Or a chance that they have to find it again. &lt;br /&gt;
:I&#039;d gladly work on that, but I need a savegame to reproduce the problem. I have one but when the battleship is destroyed, no other comes back later so there must be something wrong with it.&lt;br /&gt;
Another suggestion is that I also understand that when the aliens use psi attacks they always go for your guys with the most chance of failing the attack and going nuts. Is it possible to make those pesky aliens attack random soldiers, regardless of their psi skill/strength? &lt;br /&gt;
:At one time I had the idea of having aliens target only visible units, but then I thought that the scout units would be doomed. Maybe targeting any unit randomly would be better. I&#039;ll give it a try.&lt;br /&gt;
If you psi control a human in a terror mission, they become enemies when you lose control (meaning you have to kill the poor idiots to finish the mission). Any chance that they could revert to friendlies/non enemies again when you lose control? &lt;br /&gt;
&lt;br /&gt;
Men who are under alien control when you win become MIA, any chance they could be saved (you will have killed all the aliens after all).&lt;br /&gt;
:These two are on my secret todo list ;-)&lt;br /&gt;
::I was doing a Terror mission and getting creamed by Sectoids and Cyberdisks. Had a couple of guys left and got them back into the Skyranger only to find a civilian cowering at the back (must of walked in at some point). When I took off the civilian was counted as being killed by the aliens. Would it be possible to count any civilians in x-com craft at end of Terror as recued if you have to blast off? I think this would work interestingly with the civilians psi control issue above if they no longer became enemies after you control them. :-)--[[User:Mal310|Mal310]] 09:23, 22 September 2008 (PDT)&lt;br /&gt;
80 item bug on base defense mission&lt;br /&gt;
:May be hard to pull off. IIRC there is a 170 objects limit in the battlescape, and we must leave some room for the aliens...&lt;br /&gt;
I have noticed that sometimes you can shoot through hard objects, for example, recently I had a soldier up on the roof of a house overlooking a large scout craft. When a Sectiod moved through one of the inner doors of the UFO, my man shot him straight through the intact ufo roof!  &lt;br /&gt;
:I think this is a known issue with LOS, not sure though&lt;br /&gt;
I don’t know if this is already implemented in the game? When the aliens attack your base and you defend it with base defense measures does the following occur and if not a mod maybe? When you hit the battleship with your weapons but it still gets through (e.g. you hit the battleship with some missiles before it lands) can the number of attackers be reduced accordingly. For example if you hit it with some missiles then maybe they could have a couple less soldiers attacking (could be random small amount) or when you hit with loads of stuff like plenty of fusion balls and the battleship just makes it then their attack could be reduced to a few aliens (all others got killed in the defense). As I say not sure if this is already there to some degree (not played in a long time and I’m not at that stage yet this time round). &lt;br /&gt;
:I don&#039;t think this is done already. It may be possible to modify the number of units according to the damage done to the attacking ship, I&#039;ll have to take a look&lt;br /&gt;
This one is way out there. Alien v Alien battles outwith main game, just ramdom battlescape maps. Sectoid and their terrorists against Floters and theirs etc. One side human controlled the other computer . Choice of ships involved etc. &lt;br /&gt;
:Hmm, you do know I don&#039;t have the original source code available, don&#039;t you? :p&lt;br /&gt;
Any plans to work on Terror from the deep? &lt;br /&gt;
:I had a look and reidentifying the specific patch locations is quite tedious, and I&#039;m quite lazy... The loader source is available however, if anyone feels like giving it a shot ;-) [[User:Seb76|Seb76]] 16:38, 19 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the reply. If I get a suitable saved game re the base attack I’ll let you know. Great to hear that a couple of the ideas are on your list already. I have been playing around with the smoke bombs since your fix. I have not noticed any problems, seems to be working fine. --[[User:Mal310|Mal310]] 12:10, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inventory screen ammo weight bug ==&lt;br /&gt;
&lt;br /&gt;
I think there is a small bug. The weight of loaded weapons is not initially calculated. The base weight of the weapon is used but the weight of the ammunition is ignored. However if you reload the weapon in the inventory screen, the correct weight is then calculated. I have seen this repeatedly with AutoCannons. I am using XcomUtil to &#039;remember&#039; the equipment loads - maybe this might be part of the problem? [[User:Spike|Spike]] 09:24, 21 September 2008 (PDT)&lt;br /&gt;
:Yeah, I noticed this one already but flagged it as minor :) I&#039;m using a function that I found in the executable to calculate the weight (the one that&#039;s actually used by the game to see if a soldier is overburdened) so it is an original bug. Anyway, this calls for a fix ;-) [[User:Seb76|Seb76]] 09:47, 21 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Is this the same bug that is present when calculating the throwing range of a loaded weapon? (NKF)&lt;br /&gt;
:Does not ring any bell. Any link?&lt;br /&gt;
&lt;br /&gt;
There are major issues with your current weight calculations. I&#039;m not exactly sure how it was occurring, but repeatedly messing around unloading and loading weapons, switching clips from the ground them putting them back in... at least one of these functions causes &#039;phantom weight&#039; to be added to the soldier (e.g. strip them bare and they are still carrying a load). This was happening by 3 units of weight at a time; the weight of a clip. It&#039;s so bad that I managed to get 18 phantom weight units on a soldier before getting bored. Occasionally, 3 units of phantom weight would be removed again! It&#039;s hard to tell if this was in the original game, due to the lack of weight display in  the inventory screen. &lt;br /&gt;
&lt;br /&gt;
Edit: I&#039;ve worked out what&#039;s happening. Add a loaded weapon to a soldier, unload it, and remove the ammo and gun: this &#039;&#039;removes&#039;&#039; 3 phantom weight units. But, add an unloaded weapon to a solider and load it... this &#039;&#039;adds&#039;&#039; 3 phantom weight units. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:This is a genuine bug because they forgot to unassign the clip of a weapon when you drop it. Also the default weapon&#039;s clip is not initially assigned to the wearer so if you unload and reload the clip, your soldier weights more. [[User:Seb76|Seb76]] 13:27, 3 February 2010 (EST)&lt;br /&gt;
:: So is this impossible for you to override and fix? It&#039;s really irritating... I&#039;ve edited lots of item weights, but I guess I&#039;d have to make ammo light and guns heavy to minimize the effects of this bug. [[User:Stubbs|Stubbs]]&lt;br /&gt;
:::I second that, it would be great if this could be fixed. [[User:Rovlad|Rovlad]] 17:45, 13 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Equipment issue ==&lt;br /&gt;
Also, something that I was reminded of while in the rifle vs. laser pistol discussion. It&#039;s not related to the weight bug but it is inventory related: The weird pistol arming bug where sometimes no one arms any pistols, or only one guy will arm one pistol and then fill every available inventory slot with the respective pistol clip. I&#039;m sure it was thrown in so that pistols were always the last to be armed, but is it possible to make the game ignore this and arm the pistol like every other weapon? -[[User:NKF|NKF]] 15:20, 26 September 2008 (PDT)&lt;br /&gt;
:There is a lot of possible work to do with how the soldiers are equiped (equip stuff on shoulders first instead of belt, keep equipment from last battle à la xcomutil, stop having one guy get stuffed up with every ammo available, etc). Since obviously all that is tightly intertwined, it requires some thought before getting into it... Plus this is a part of code that I did not analyse yet ;-) [[User:Seb76|Seb76]] 03:40, 27 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Request For UFO PS Explosion Offset ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, in the [[Talk:Explosions#UFO_Power_Source_Explosions|Explosions Talk page]] you mention the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Looks like before the first turn, the engine will look for every tile in the map (it scans the MAP.DAT data linearly) ; when it finds a power source (it checks if the MCD special property is set to 2), there is a 25% chance that it will leave it alone. Otherwise, it&#039;ll generate an explosion at the UPS location with a strength of 180+RND*70. Whether the UPS blows up on top of that or is just destroyed, I do not know. Can someone hack the MCD data and see if it&#039;s possible to generate an explosion on a tile that is not a UPS just by messing with the special property? PS: I am almost certain of the 75% probability of explosion vs 70% that is often stated here. [[User:Seb76|Seb76]] 09:31, 12 February 2008 (PST)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m just wondering where the power source explosion is coded in the executable. If you could tell me that, I&#039;d be able to edit it down so that units don&#039;t take quite so much damage. This is a whole heck of a lot better than editing unit stats to near maxed-out levels as the number of trials needed to find the average would be cut by a few orders of magnitude. Also, if you have an email address where I could contact you directly, it would be appreciated (email me with it). Thanks! --[[User:Zombie|Zombie]] 23:58, 2 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Great new features ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb! I just saw you uploaded a version with lots of new features. It was a great idea to add some of the [[Making the Game Harder]] scenarios. I look forward to trying all the new features out (some previous ones I&#039;ve missed as well). Cheers! [[User:Spike|Spike]] 16:37, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:OK I dusted off my Windows version of XCOM and installed your latest loader. I have to say I love it! The range-based accuracy is great. I use about half the default values, I might try returning them to the default levels as it makes snap&amp;gt;auto for everything above point blank. But it&#039;s definitely working as designed. And I love the %Acc indicators over the target square. Not to mention the (primed) indicator on grenades. &lt;br /&gt;
&lt;br /&gt;
:I played with Alien Pets and Big Brother and View All Locations and found a few strange bugs:&lt;br /&gt;
:* If you use the left and right arrows in the Inventory screen to try to move to a different Alien unit, you only see human units&lt;br /&gt;
:* The character graphic displayed on the Inventory screen is a human, not the appropriate type of Alien&lt;br /&gt;
:* For some reason if you check on turn one the aliens weapons are not loaded and not in their hands. This was in a Roswell scenario, so might be more to do with Roswell. - No, I also got it on my base defence mission. Hang on, silly me, this is just normal for Aliens under mind control isn&#039;t it? &lt;br /&gt;
:* In night missions, even with Big Brother &amp;lt;strike&amp;gt;and View All Locations&amp;lt;/strike&amp;gt; set, I could only see what my guys had illuminated &amp;amp; seen. &lt;br /&gt;
:* View All Locations showed the incoming Battleship before my radars detected it on the half-hour, which gave me a brief chance to prepare my base for attack. Not exactly a bug, more a feature - different. Sadly I wasn&#039;t quick enough so ended up defending with loads of ammo clips and not enough weapons. :)&lt;br /&gt;
::The &amp;quot;Hack&amp;quot; section is really not to be used for gameplay; there I put patches that are useful to test my stuff, nothing more. I only make them available in case it can help someone with her analyse of the game. All the strange things you mention are expected behaviors ;-) [[User:Seb76|Seb76]]&lt;br /&gt;
:* With Alien Bases and View All Locations, the X-COM bases show up as pink.&lt;br /&gt;
:* It wasn&#039;t obvious to me that I needed to set e.g. &amp;quot;Initial Alien Bases=20&amp;quot; rather than just &amp;quot;Initial Alien Bases=1&amp;quot;. I is dumb! [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Now I need to check the notes on this page to get it working with XComUtil. The one thing that really p____s me off about playing without XComUtil is having to allocate equipment to my guys before every mission. It&#039;s really tedious! Especially as I tend to take 14 guys on each mission. &lt;br /&gt;
:I have not developed Heavy Laser yet, &amp;lt;strike&amp;gt;nor beaten up any aliens in melee,&amp;lt;/strike&amp;gt; but I will let you know how that goes. Thanks for all your amazing work! [[User:Spike|Spike]] 19:00, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Awesome. I just completed a mission by my Captain pistol-whipping a Floater Navigator into unconsciousness. How cool is that? But - possible bug - it cost my guy only 8 TUs per attack when he has about 58 total TUs. Is that intended, or is that an error? [[User:Spike|Spike]] 19:38, 23 November 2008 (CST) &#039;&#039;(Later)&#039;&#039; I&#039;m regularly beating up aliens, it&#039;s a giggle. The close quarters combat feels much more authentic now, I love it. &lt;br /&gt;
:::The small TU usage for the pistol is normal (it goes with small stun damage). I liked the idea of having to bash an alien for a while before he falls. Did you not experience reaction fire from the alien? [[User:Seb76|Seb76]]&lt;br /&gt;
::::The TU costs are percentage based instead of fixed(this has been clarified on the main page).  15% of 58 is 8.7 TUs, which truncates to 8.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:15, 24 November 2008 (CST)&lt;br /&gt;
: I&#039;m having so much fun and doing so well I got a Base Defence on Superhuman on Jan 12th.  And with the old, sucky starting base layout (hangars take 25 days to move!). I&#039;ve never seen so many Floaters and Reapers at one time. I knew there was a reason to hang on to those Incendiary rounds - bad doggie, down! Loads of fun, however one or two bugs have cropped up:&lt;br /&gt;
::Glad you&#039;re having fun :-) [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
::* The game crashed as a soldier walked down the stairs from Living Quarters. This is probably a bug in the game and not a bug in your loader. &lt;br /&gt;
: Let me know what details I can give you. [[User:Spike|Spike]] 20:43, 23 November 2008 (CST)&lt;br /&gt;
::Can you provide me with a savegame that reproduces the crash? I think it is the bug that makes defence missions crash around turn 5-6 sometimes (it crashes during the alien turn). I could not reproduce it. [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug Fix ==&lt;br /&gt;
A Base Disjoint has occurred, despite enabling your Based Disjoint bug fix. &amp;lt;strike&amp;gt;It may be an usual one because it&#039;s not on the bottom nor the right edge of the map (isn&#039;t that where Disjoints are supposed to happen?)&amp;lt;/strike&amp;gt;. It&#039;s the normal, bottom of the map edge kind. Here is a [[Media:BaseDisjointGenStores.ZIP|screenshot]] (anyone got a freeware TGA converter?).&lt;br /&gt;
: Hum, the code was badly f***ed up. Can you retry with the last version? [[User:Seb76|Seb76]]&lt;br /&gt;
&lt;br /&gt;
I downloaded the latest version but unfortunately no effect. It didn&#039;t fix the saved Base Defence scenario. I also restarted from 3 hours before the attack and so created a new Base Defence mission, twice, but no change - still bugged. I&#039;ll post the [[Media:IncomingRetaliation.zip|savegame from 3 hrs before]] in case that helps. [[User:Spike|Spike]] 14:24, 25 November 2008 (CST)&lt;br /&gt;
:Kinda weird, it works here. Maybe I made a faulty delivery... [[User:Seb76|Seb76]] 15:34, 25 November 2008 (CST)&lt;br /&gt;
:Edit: nope, took the patcher from the delivery and it worked. Are you sure you enabled the fix? [[User:Seb76|Seb76]]&lt;br /&gt;
Yes I doubled checked a couple of times. I set the flag as&lt;br /&gt;
&lt;br /&gt;
 Base Disjoint=1&lt;br /&gt;
&lt;br /&gt;
Is that correct? I&#039;ll try again anyway. [[User:Spike|Spike]] 17:20, 25 November 2008 (CST)&lt;br /&gt;
: Oops my fault. I updated the .exe but not the patcher.dll. (I didn&#039;t want to overwrite my UFOExtender.ini - very lazy of me.) Doh!&lt;br /&gt;
&lt;br /&gt;
== A couple of bugs to report ==&lt;br /&gt;
&lt;br /&gt;
Two things so far. With wreck analysis enabled I am getting analysis reports even after raiding alien bases. On one occasion this seemed to have fairly random strings inserted into the variables, resulting in the message &amp;quot;The Alien Food UFO was on an Damage Capacity mission in Power Sources.&amp;quot; All things considered, this is just a cosmetic problem as the actual UFOs are being properly analysed. However, this has got me curious as to what enables you to perform these analyses? It doesn&#039;t happen right from the beginning of the game, at least for me. From the description of the feature I thought maybe it was after researching UFO navigation, but then the messages started popping up before that.&lt;br /&gt;
&lt;br /&gt;
The other bug I have encountered is more severe. After building my first Firestorm I was completely unable to send it out for interception. Clicking on the craft in the list simply returned me to the Geoscape screen without allowing to pick a target, and the game continued to play normally. Disabling the feature for crafts to always be ready despite rearming, repairs and refueling fixed this. [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
:Been out for a while... I&#039;ll have a look at these two. [[User:Seb76|Seb76]] 11:04, 2 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Another case of erroneous wreck analysis, this time from an actual UFO: I followed a battleship on an alien base mission and assaulted it when it landed on its own. After the battle the analysis claimed it was on a raiding mission. Perhaps this has something to do with how alien bases are created the moment the battleship appears? [[User:Crowley|Crowley]] 15:52, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I use the data from [[MISDATA.DAT]] to get the mission details. Perhaps it is not correctly set at the time I retrieve the information. I&#039;ll investigate further. As for the firestorm problem, do you have a savegame just before the craft is finished so I can reproduce the bug easily? [[User:Seb76|Seb76]] 18:23, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but I did make a separate save shortly after the craft was finished. I tested it, and turning on the &amp;quot;crafts always ready&amp;quot; option still disables Firestorms with all my saves. With more testing I found out this also affects Lightnings, but not Avengers. [[User:Crowley|Crowley]] 08:36, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Instead of MISDATA.DAT, maybe grabbing the first byte out of [[LOC.DAT]] might be more accurate? I&#039;m not entirely positive if offset 76 of MISDATA is for just crash sites or all sites in general. BB would know for sure. --[[User:Zombie|Zombie]] 20:25, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Raiding&amp;quot; &#039;&#039;is&#039;&#039; what you&#039;re supposed to get if you&#039;re not lucky enough to get both the mission type &#039;&#039;and&#039;&#039; the zone, as in the .ini file: &amp;lt;pre&amp;gt;Zone Discovered=Intel found out that the %s UFO was raiding %s&amp;lt;/pre&amp;gt;If I remember correctly, difficulty level and the number of recovered navigation modules determine the chance of finding out both pieces of information, so it can&#039;t be Christmas every day ;)&lt;br /&gt;
&lt;br /&gt;
:Regarding the &#039;Craft always ready&#039; option, I had some Interceptors not launching as described by Crowley above but turned out they had 0% fuel, thanks to the [[Known_Bugs#Fuel_dump_on_transfer|transfer bug]] (shuffled them around ages ago to make room for Avengers and forgot about them ;) ). Maybe Crowley&#039;s Firestorms were also transferred around? In any case enabling this option is a bit tricky, if you happen to have craft with the fuel bug sitting around without realising it (or knowing about the bug to begin with); all I can think of right now is to have this option enforce the transfer bug fix &#039;&#039;and&#039;&#039; somehow have buggy craft (0% fuel but ready) update their status to &#039;refuelling&#039;... Wouldn&#039;t be surprised if there&#039;s a global &#039;update interval&#039; in Geoscape when all craft marked as &#039;refuelling&#039; get their fuel level increased; if so, it might be possible to change that status check to use fuel level instead (much like what this option already does, for the selected craft only) [[User:Goran|Goran]] 00:09, 4 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Repairing interception craft repair one point of damage capacity per hour (XX:00), refuelling interception craft are granted an amount of fuel each half hour(XX:00 and XX:30) dependent on craft, and rearming interception craft are given an amount of ammo each hour(XX:00) dependent on the weapon being loaded. [[User:Arrow Quivershaft|Arrow Quivershaft]] 05:12, 11 January 2009 (CST)&lt;br /&gt;
:Being busy with work ccurrently so I&#039;ve not much time for the loader. I already use the fuel level instead of the status. I used a value of 30 as a threshold for readyness which is OK for standard fuel ships, but for elerium ships it&#039;s too high: even when fully refuelled, they don&#039;t exceed it. Reducing the value should be enough to fix the problem. [[User:Seb76|Seb76]] 05:22, 11 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Some more comments:&lt;br /&gt;
# Limited Military = 1 gives you only 1 soldier. OK, I guess it&#039;s meant to do that, but it was not obvious. User error! But maybe it&#039;s time to add &amp;quot;usage&amp;quot; comments to the .INI file?&lt;br /&gt;
# Personnel Overflow works ok, even when the extra personnel are transferred in from another base (instead of being Recruited) - good job!&lt;br /&gt;
[[User:Spike|Spike]] 13:20, 2 January 2009 (CST)&lt;br /&gt;
:What&#039;s wrong with the info from readme.txt? [[User:Seb76|Seb76]] 05:13, 3 January 2009 (CST)&lt;br /&gt;
 *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game&lt;br /&gt;
&lt;br /&gt;
:: User Error ^2 - I didn&#039;t read the readme.txt either :) [[User:Spike|Spike]] 12:17, 3 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Errr.... why do Launchers do more stun damage than the Stun Rod? ... Electrocuting someone should do more than just hitting them with a large object? ... for that matter, stun damage of 80 is a LOT... remember that being shot with a rifle does 30, and a grenade does 50. (IMHO, the stun rod is likely to use VERY high voltage... it is much larger than a normal stun gun, and X-com doesn&#039;t mind doing permanent damage to the aliens)&lt;br /&gt;
Here&#039;s a challenge for your coding skills, and a logical one too: make melee do more damage based on Strength stat. My 80 strength goliath should do more damage than my 10 strength rookie wimp... [[User:Jasonred|Jasonred]] [[User:Jasonred|Jasonred]] 18:40, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Glitches with Alien Pets ==&lt;br /&gt;
&lt;br /&gt;
OK I know that Alien Pets is a Hack and we should expect side effects. I just want to list them here for information purposes - please do not feel under any obligation to fix them!&lt;br /&gt;
&lt;br /&gt;
* If Alien Pets is set to 1 at the start of a Battlescape mission, Aliens generate with all their equipment in slot 2, i.e. no clips in weapon, no weapon in hand. They remain in this state until they spot a human in their own turn, at which point they lose 19 TUs drawing and loading the weapon. Furthermore, they are incapable of reaction fire until they have seen a human, drawn and loaded their weapon as a result, and survived the experience. From [[Talk:Alien Inventory Use|discussions]] it seems likely that there is a pre-battle routine which moves a weapon from slot 2 on each alien, and arms it, prior to the start of Battlescape turn 1. This routine bypassed - possibly because Alien Pets flags the alien units as human-controlled, and so this &#039;arming&#039; routine ignores those units?&lt;br /&gt;
* It is possible to get to an Inventory screen for large terror units. Normally this is blocked (even when using the Alien Inventory &#039;trick&#039;). This has these effects:&lt;br /&gt;
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!&lt;br /&gt;
** Terror units can also equip weapons in their &amp;quot;hands&amp;quot;. Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can&#039;t actually be used. Using the left weapon will cause the unit&#039;s built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)&lt;br /&gt;
* I also saw some very weird TU and Weight/Encumbrance behaviour. Aliens at 200% encumbrance, unable to do anything and losing TUs each round. I need to characterise this more clearly. &lt;br /&gt;
&lt;br /&gt;
This might or might not be unrelated (might be due to me using Bomb Bloke&#039;s object editor wrongly):&lt;br /&gt;
&lt;br /&gt;
* When an Alien loads a clip into a weapon and fired it, the ammo count goes negative. This clip (or even single rocket/bomb) then becomes an infinite ammo supply. Probably a signed vs unsigned integer error? &lt;br /&gt;
&lt;br /&gt;
Now regardless of all these minor points, Alien Pets has been very helpful for me doing research on the Alien AI and Inventory handling, so thanks very much for this useful hack!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:04, 5 March 2009 (CST)&lt;br /&gt;
:My pleasure. It was the very reason I allowed it in the loader in the first place!&lt;br /&gt;
:FYI: the weapons are not handed in a hidden turn but while the aliens are spawned. Also I think reaction fire is completely disabled for the aliens when the hack is activated [[User:Seb76|Seb76]] 13:37, 6 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Alien reaction fire works fine for me within Alien Pets. -- [[User:Zaimoni|Zaimoni]] 12:41, August 12 2009 (CDT)&lt;br /&gt;
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I dropped by after three months or so (you&#039;ve inspired me to start an disassembly work on another oldie strategy -&amp;gt;&amp;gt; no time), and I am really astonished, Seb. Behold, incredible work with one of my old wishes, the decreasing accuracy. Fantastic for the gameplay!&lt;br /&gt;
So - ehm - I&#039;ll try to wish for one more, hope you do not mind. There is the last, very (game-wise) frustrating issue: the AI fires a weapon and then sidesteps the alien just out of your view. I am bored to death to make that one step forward and always find the bad guy and shoot him in the back. If you could make this &amp;quot;retreating&amp;quot; a somewhat random thing (random APs, random where to), it would thicken the atmosphere (where he is??) and make the game 10x better. I guess you can&#039;t make them &#039;search cover&#039;, but make them running away RANDOMLY will do the job for me. I&#039;ll be very thankful to you. --[[User:Kyrub|Kyrub]] 20:26, 1 April 2009 (EDT)&lt;br /&gt;
:Thanks for the support, I&#039;m bored of the &amp;quot;the stuff does not work with ET&amp;quot; thing ;-) I can have a look but the alien AI is one of the points I&#039;m clueless about, I don&#039;t really know what to look for. When I study the parts that interact with ROUTE.DAT data, I cannot figure what the hell is going on... Do you know if the backing alien has ran out of TUs? Maybe the game tries to keep some for reaction fire but no-one realized that turning your back on danger is not the best tactic for reaction shots ^_^ [[User:Seb76|Seb76]] 15:46, 2 April 2009 (EDT)&lt;br /&gt;
::The situation happens always a) in the open b) during the alien turn c) when the enemy spots you, fires and then retreats out of view. I think he even turns back to face you sometimes, but not sure. But the main (gameplay) problem is that you are totally safe to advance 1 step and shoot because you have full TUs, no reaction fire, no support from other aliens. Perhaps the program determines the quadrant with human, via substracting the positions and finding the angle with a pre-made table in the exe (I have the same thing in my disassembling game)? Or it just loops next fields until it finds the one without eye-contact? -- I am almost sure that this was repaired in the Ufo Tftd. The aliens are very nasty and retreat totally out of view... -- BTW, the aliens do well in the vessels in UFO-eu, they search cover in the next room!--[[User:Kyrub|Kyrub]] 16:22, 2 April 2009 (EDT)&lt;br /&gt;
:Hum, too bad I never got to disassemble TFTD then ;-) BTW, which game do you work on? [[User:Seb76|Seb76]] 17:22, 2 April 2009 (EDT)&lt;br /&gt;
::Master of Orion I, correcting the bugs and improving AI. (Hey, noticed the doors&#039; thing. Another great one.) --[[User:Kyrub|Kyrub]] 20:09, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Door problem ==&lt;br /&gt;
&lt;br /&gt;
Seb, there seems to be a problem using the TFTD Doors with the Proximity Mine bug fix. I do have several other patches to my game, and it is possible that they are complicating the matter, but simply by turning off the PM fix I can suddenly open doors again. --[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
:Hi Talon81, what do you mean by &amp;quot;other patches&amp;quot;. Are you using ET or xcomutils? Or are you just enabling other patches from the loader? Also what are the symptoms exactly. Can&#039;t you open any door? [[User:Seb76|Seb76]] 14:24, 6 April 2009 (EDT)&lt;br /&gt;
:Edit: Nevermind, I could reproduce the problem. Can you try the new version I just uploaded? [[User:Seb76|Seb76]] 15:08, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I tried it, and it works fine. As you no doubt have already figured out, it wasnt working on any kind of door, as far as I could determine. The other things I am using should not interfere. They are minor patches such as Zombie&#039;s combo patch for terrain, etc, CE to DOS sound editor, and the aimed accuracy adjustment patch. I am not using Xcomutil or ET (would like to use ET, but I know that it doesnt work well with your patch).&lt;br /&gt;
&lt;br /&gt;
If it means anything to you, I would like to say that your work has meant a LOT towards making this game what it should have been. I fell in love with this game in 94, and never have more than a couple years gone by without me playing it. Your patch is the best thing to come along since it was made. ;-)&lt;br /&gt;
--[[User:Talon81|Talon81]] 06:02, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I second that, wholeheartedly. [[User:Spike|Spike]] 16:44, 14 April 2009 (EDT)&lt;br /&gt;
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:Thanks guys! This game is the best and I try not to divert it from its spirit with my patches... Actually the fix for the doors *might* increase compatibility with ET, but it&#039;s a wild guess. [[User:Seb76|Seb76]] 16:56, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial Alien Bases ==&lt;br /&gt;
&lt;br /&gt;
OK, so I was having some problems getting alien bases to work, so I created a new folder of X-Com with nothing but your video patch on, and alien bases. I am still having the same problems I was having on my more heavily patched version. For example, I created one with 3 alien bases. Looks fine. I run it with the show all locations patch and sure enough, no alien bases. I make a new game with the show all patch on and there are the alien bases, shown until the point that I place my own base. Then they disappear and my base now looks like an alien base. There are some other minor bugs associated, too; however, that seems to be the main problem. In short, I have yet to get an alien base to survive past the placement of my base. I thought it could be a glitch in the show all patch, but scouting the areas where the alien bases were shown prior to base placement has returned nothing. --[[User:Talon81|Talon81]] 15:23, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
By the way, Seb, are you the same as Strife67? --[[User:Talon81|Talon81]] 13:13, 24 April 2009 (EDT)&lt;br /&gt;
:Nope, never heard of that guy. What&#039;s he doing? [[User:Seb76|Seb76]] 15:13, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nothing anymore. He created a sound patch a year ago or so, and there were some things he said that reminded me of you, not to mention in my head I was thinking you were Seb67 instead of Seb76. I just now noticed my mistake. --[[User:Talon81|Talon81]] 20:16, 24 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I uploaded a new version. Can you confirm it fixes the problem on your rig? [[User:Seb76|Seb76]] 07:57, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Seems to have solved the problem to me. The alien bases now appear after placement of mine instead of before like they previously did. X-Com bases are correctly shown, as well. --[[User:Talon81|Talon81]] 13:34, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t work on my rig Vista+CE version ==&lt;br /&gt;
&lt;br /&gt;
Nice work! I really want to play this, it&#039;s not working on my PC though. I may be stuck with the Dos version in Dosbox forever.&lt;br /&gt;
&lt;br /&gt;
My screen flashes between the squashed look of the unpatched EXE and the OK version. On screens without animation it changes back and forth as I move the mouse. On the Geoscape it just flashes and gives me a headache. Sorry about the big images, to lazy to cut them down.&lt;br /&gt;
&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Scrambled%20P1010264.JPG&lt;br /&gt;
* http://darksun.lunarpages.com/XCOM/Fine%20P1010265.JPG&lt;br /&gt;
--[[User:SaintD|SaintD]] 19:09, 19 April 2009 (EDT)&lt;br /&gt;
:Hum, looks like another Vista problem... Do you have the problem when using [http://appaholic.co.uk/2007/10/16/dxwnd-force-almost-anything-into-a-windowed-mode/ DXWnd]? I use the following settings (but I&#039;m under XP...):&lt;br /&gt;
&lt;br /&gt;
[[Image:Dxwnd.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Seb76|Seb76]] 14:57, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Awesome. That worked. My 1440x900 regular resolution means that the window is really tiny though. You should really get the upscaler working now. Heheh. Dxwnd makes Internet Explorer crash on vista. Does that happen to you?&lt;br /&gt;
&lt;br /&gt;
http://darksun.lunarpages.com/XCOM/xcomWindowed.png --[[User:SaintD|SaintD]] 00:34, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[edit] I didn&#039;t realize you can just drag the Dxwnd window bigger. I still miss the advinterp3x from dosbox.&lt;br /&gt;
&lt;br /&gt;
:I dunno exactly how DXWnd works but I think it may screw up aero stuff... I played with scale2x a bit and got that but it only works with DXWnd:&lt;br /&gt;
:[[Image:Scale2x.png]]&lt;br /&gt;
&lt;br /&gt;
:When I try fullscreen, it looks like DirectX won&#039;t allow me to go to 640x400 resolution :( Any DX guru out there? [[User:Seb76|Seb76]] 14:36, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Can I get a copy of the new version? :) I can only use Dxwnd anyway. If you can boil the problem down I might be able to get some Direct X help. I know a couple guys who have been playing with XNA a lot. Can you create a stand alone sample program to illustrate your issue maybe?&lt;br /&gt;
:I uploaded this: [[Image:UFOExtender-dev.zip]]. It works only in window mode on my laptop, maybe you can give it a try? You&#039;ll most likely have to alt-tab out of the black screen though... [[User:Seb76|Seb76]] 11:08, 26 April 2009 (EDT)&lt;br /&gt;
:Edit: version updated with support for HQ4x (in 1280x800). Feedback appreciated... [[User:Seb76|Seb76]] 09:55, 3 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The above version works perfectly on my PC but only through DXWmd. I&#039;d also like to note that using DXWnd eliminates fast speed issues in Battlescape for some reason. I&#039;m really excited Seb is pulling this off. &amp;lt;3&lt;br /&gt;
:Uploaded a new version, you need to add a &amp;quot;HQ4x=1&amp;quot; line under the &amp;quot;Mod&amp;quot; section to enable it. [[User:Seb76|Seb76]] 15:36, 6 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Works perfect without the use of DXWnd, but there&#039;s some sort of frameskip feeling. Great work, this is getting better and better. :-)&lt;br /&gt;
&lt;br /&gt;
Now the question is, how do you use DXWnd with the loader?&lt;br /&gt;
[[User:KingMob4313|KingMob4313]] 11:02, 12 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Works but won&#039;t multitask==&lt;br /&gt;
&lt;br /&gt;
Target system: prefab HP Vista with global data execution prevention.  Problem is the same native, with D3D, and/or with HQ4X.  (The two do combine nicely, visually, but a bit laggy for my tastes).&lt;br /&gt;
&lt;br /&gt;
ALT-TAB terminates all further screen display on restore; the sea of blackness continues until Task Manager is used to kill the application, at which point D3D admits that it has &amp;quot;lost the device&amp;quot;.  (This is after the improved error reporting patch.  Before, 0xc0000005 as Data Execution Prevention takes over.)&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]] 12:27, 12 August 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Solved on Win7 for the most recent version: Program Properties dialog has an &amp;quot;unblock&amp;quot; button.  Unblocking allows the program to survive being alt-tabbed away from. -- [[User:Zaimoni|Zaimoni]] 22:03, 24 June 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Heavy laser mod==&lt;br /&gt;
My heavy laser only has the two new firing modes. Also, when I fire, the beams don&#039;t go where I point. They seem to be grouped correctly, just off in the wrong direction. [[User:SaintD:SaintD]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, it is a problem when you enable range based accuracy at the same time. I&#039;ll try to fix that when I get some time... [[User:Seb76|Seb76]] 14:25, 23 April 2009 (EDT)&lt;br /&gt;
:Made a new version. Can you try it and let me know if the problem is gone? [[User:Seb76|Seb76]] 09:19, 26 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I tried it. The new modes now work, but Snap Mode is still missing from my HL. Also it&#039;s not clear the difference between burst and full auto since they both have the same accuracy and TU cost.--[[User:SaintD|SaintD]] 19:25, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmmm, on mine the burst and full auto have different accuracies (80% and 60%, respectively); and they fire 5 and 8 rounds, also respectively. I believe the snap shot was taken out on purpose to coincide with the idea of the heavy laser as being more suited to being a support weapon. Of course the last part is conjecture on my part, but I am pretty certain it is not supposed to be there. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am not the original poster in this heading, and I have not had the same problems with the heavy laser that others had (only one I had was about the Range Based Acc not affecting full auto), so I cannot confirm whether this patch has solved that. But I will tell you what you probably already know: everything is fuzzy, kinda like [ Mok&#039;s 2xSaI]. It is also a little bit jumpy. Due to that, I can&#039;t take advantage of the Funky Fire fix, or any other future fix, unless I am willing to deal with the fuzziness, or unless you create 2 runs; 1 with the Heavy Laser fix, and one without. --[[User:Talon81|Talon81]] 13:42, 28 April 2009 (EDT)&lt;br /&gt;
:Hum, I&#039;m not sure I understand. What has the fuzziness to do with the HL fix? [[User:Seb76|Seb76]] 14:15, 28 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow, to think I almost didnt bother to post because I was sure you would already be aware of it. As soon as I updated your loader from 6 April (TFTD door fix) to 26 April (funky fire fix), everything got fuzzy. After that, I tried the update without funky fire (HL fix). Still fuzzy. Then I rolled back to the previous one (Initial Alien Base fix). No more fuzzy. I even went back to HL fix, then back again to Alien Base fix. Same deal. I will try using it on a fresh X-Com install without my other patches. But yeah, you should seriously install the patch I linked to in my above post. Will only take a minute to try. Looks VERY much like it (I know that many people have the fuzzy problem with that patch). --[[User:Talon81|Talon81]] 02:17, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK, it is indeed still fuzzy on a fresher copy of X-Com. It is not a genuine fresh install as I no longer have the disk, it is just the original files copied on my computer in another location. Furthermore, I forgot to mention there is also slight video garble (yes, even with the garble fix on) at the bottom of the menu screens. That in itself is not a problem as it is not throughout the game, and is only a few pixels in height. I can&#039;t wait to see if anyone else has these problems or if its just me. --[[User:Talon81|Talon81]] 02:27, 29 April 2009 (EDT)&lt;br /&gt;
:I have a crash with Mok&#039;s patch so I cannot check the problem. By fuzzy you mean something like the image is bilinearly filtered and all smoothed? [[User:Seb76|Seb76]] 17:20, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am a total programming/graphics newb, so I don&#039;t know if that is a good description or not. The UFO&#039;s for example, instead of being crosses, are blurbs that slightly change shape as they fly, and everything has softer transitions that make it look like it is done with pastels or something. I can tell you I tried to take a screen capture but it did not reflect the screen as it appears in game. In any case, unless other people have this same problem, I would not worry about it for my sake. If it is something you want to tackle anyway, just tell me what I can do to help you. --[[User:Talon81|Talon81]] 23:51, 29 April 2009 (EDT)&lt;br /&gt;
:Hum, are youe using the &amp;quot;dev&amp;quot; version instead of the official one? It features a scale2x filter that craps the image up.[[User:Seb76|Seb76]] 14:40, 30 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;dev&amp;quot; version, but I am guessing you are referring to my version of CE. I do not know for sure, because it has been years since I got it, but I am guessing the answer is yes because mine runs in full screen without any mods. --[[User:Talon81|Talon81]] 12:22, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your newest version seems to have gotten rid of my problem. --[[User:Talon81|Talon81]] 12:32, 1 May 2009 (EDT)&lt;br /&gt;
:That&#039;s great ;-) By dev I was refering to the &amp;quot;dev&amp;quot; version of the loader linked on this page. It is an experimental version that uses scale2x with 640x400 resolution. [[User:Seb76|Seb76]] 12:53, 1 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hi Seb, I&#039;ve been playing the UFO series since the beginning but just joined this wiki. I&#039;ve tried just about every mod there is for these games, and I must say, yours is one of the best as far as creating a &amp;quot;more complete&amp;quot; and stimulating game experience. My question is in regards to your &amp;quot;Heavy Laser&amp;quot; mod. I liked what you did by creating new &amp;quot;abilities&amp;quot; for the weapon with the Full auto and Burst fire mode, but every time I play I can&#039;t help but think that it just doesn&#039;t belong to the Heavy Laser as a weapon. I always envisioned the Heavy Laser as more of a long range &amp;quot;Sniper&amp;quot; support weapon, and I like the mod that the X-ComUtil added that gave the Heavy Laser a new life by increasing the accuracy and damage of the weapon making it one of the best Sniper weapons available (even if it is heavy to lug around) as well as finaly giving my troops a greatly needed new weapon for disposing of those pesky sectopods (on any difficulty). I do, however, think that the new fire modes (full auto and burst fire) would be a perfect addition to the Auto-Cannon. The in game image alone has always brought to mind a &amp;quot;mini-gun&amp;quot; type weapon that should be capable of very rapid fire, but at the expense of accuracy due to the encumbering nature of the beastly AC. I never liked how the AC seemed like a generic Heavy Cannon with less damage and only the added auto shot function. Also, I always wondered why that weapon even had an &amp;quot;Aim&amp;quot; function. Who&#039;s going to sit there trying to carefully aim a Gatling Gun? Nobody... that&#039;s who, you use a weapon like that for mass devistation and shock value, PERIOD! This is why I think that your mod to the Heavy Laser should be reconsidered for the Auto-Cannon. I think, at the very least, it will give people a reason to use the AC in the mid to late portion of the game, and being that it still has weak stats compaired to other weapons, it&#039;s not going to be overpowered or infringe on the use of specialty weapons (I think the Heavy Laser with full auto and burst fire is a little un-balanced due to its considerably higher power). If you don&#039;t agree that&#039;s fine, but since I&#039;m not very knowledgeable about game programing, I was wondering if you could at least give me a hint on how to create similar weapon functions for other weapons, cause I&#039;d like to at least try it out for myself. Thanks for any help you can give me and keep up the good work, you&#039;re mod is awesome.&lt;br /&gt;
&lt;br /&gt;
== REng UFO with IDA ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb =)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just started working with IDA in an attempt to understand the inner workings of TACTICAL.EXE. I have never used IDA or related tools before, nor do I really know what I&#039;m doing ;) I have removed the DOS/4GW loader and am examining the LE code currently.&lt;br /&gt;
&lt;br /&gt;
So far my only progress (using DOSBox debugger) has been to isolate the calls in main() which display the equip screen and handle the interative section of the mission. You could say progress has been slow, as this has taken a couple days (including time spent figuring out the basics of IDA/DOSbox debug).&lt;br /&gt;
&lt;br /&gt;
Would it be possible to see your notes? You will no doubt have discovered most (all?) functions and exactly what they do. If I could see this data (such as comments, renamed funtions, cleaned up code) it would take months off of the time I would need to understand the underlying assembler code.&lt;br /&gt;
&lt;br /&gt;
I also recently discovered a plugin called HexRays for IDA. Do you use this? I&#039;m really a newb so would love to get some input on which tools are best for this job.&lt;br /&gt;
&lt;br /&gt;
My long, long-term goal will be to implement TACTICAL as a native windows program, as it would be a great project to have whilst learning to program (I should say I have some basic programming already, but nothing beyond a simple Windows game in Delphi).&lt;br /&gt;
&lt;br /&gt;
Any advice is deeply appreciated mate =)&lt;br /&gt;
&lt;br /&gt;
XCom forever!&lt;br /&gt;
--[[User:K9wazere|K9wazere]] 09:51, 17 June 2009 (EDT)&lt;br /&gt;
:Hi k9,&lt;br /&gt;
:Slow progress at the start is a normal thing. In the windows version I got help from the developers because they left a few error messages around to guide me during my initial analysis ^_^ I don&#039;t know about the DOS version, maybe they are also present.&lt;br /&gt;
:For the DB, just PM me an email address where I can send you the file (~1.7MB)... I gave a shot at HexRays (early versions), but I didn&#039;t find it that much useful in helping to understand what&#039;s going on. Well, if you&#039;re not used to asm, it may be interesting for you ;-) Still, for re-engineering a function it may prove useful. All in all, I&#039;m just using a standard 5.2.0.908 version, it got everything I need. Also for debugging, I use DXWnd because breakpoints and fullscreen DX apps don&#039;t live well together...&lt;br /&gt;
:Good luck with your project,&lt;br /&gt;
:[[User:Seb76|Seb76]] 14:15, 17 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, Seb! I&#039;m trying to understand how your loader and patcher works...&lt;br /&gt;
&lt;br /&gt;
 void InsertCall(int dst, void *func)&lt;br /&gt;
 {&lt;br /&gt;
 	DWORD oldProtect;&lt;br /&gt;
 	DWORD *pOffset=(DWORD *)(((char *)dst)+1);&lt;br /&gt;
 &lt;br /&gt;
 	VirtualProtect((void *)dst,5,PAGE_EXECUTE_READWRITE,&amp;amp;oldProtect);&lt;br /&gt;
 	*(char *)dst=(char)0xE8;&lt;br /&gt;
 	*pOffset=(int)func-(int)dst-5;&lt;br /&gt;
 	VirtualProtect((void *)dst,5,oldProtect,&amp;amp;oldProtect);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
::: This calculation here is interesting:&lt;br /&gt;
&lt;br /&gt;
 *pOffset=(int)func-(int)dst-5;&lt;br /&gt;
&lt;br /&gt;
:::I assume 0xEA is assembler for CALL ... but then the reason for subtracting &#039;dst&#039; from &#039;func&#039; is not apparent. All in all I&#039;m a bit confused as to how code in one area of memory (UFO Defense) can call code in another area of memory, belong to a different process (UFO Loader).&lt;br /&gt;
:The 0xEA is indeed the CALL opcode, but it is a relative jump so you must feed it the delta between source and destination (the 5 is the size of the CALL instruction itself that must be removed).&lt;br /&gt;
:The beauty of the thing is that the loader injects the code in the address space of the main executable image so you can call functions from/to it with no trouble :)&lt;br /&gt;
&lt;br /&gt;
:::Can you suggest some good reading material to better understand this? Cheers!&lt;br /&gt;
:::--[[User:K9wazere|K9wazere]] 14:36, 20 June 2009 (EDT)&lt;br /&gt;
:You can search for DLL injection methods on the web, that&#039;s the name of the trick. In a nutshell I spawn the &amp;quot;UFO Defense&amp;quot; process in a suspended state, then use the CreateRemoteThread/LoadLibrary trick. HTH, [[User:Seb76|Seb76]] 14:48, 21 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3D ==&lt;br /&gt;
&lt;br /&gt;
If I select the D3D option, UFO Defense and patcher.dll crash and generate a Windows Error Report. It won&#039;t let me copy and paste the contents unfortunately. My XCom machine is an old laptop, Win XP Pro 2003, Pentium III 851MHz, 376Mb RAM. I&#039;m not sure what version (if any) of DirectX it has. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still checking out the Save Equipment / Auto Flares mods. Very welcome! Once these are working there will be no reason for most people to use XComUtil. I will get back to you when I have specific feedback - but thanks again, Seb. [[User:Spike|Spike]] 12:59, 18 July 2009 (EDT)&lt;br /&gt;
:You need DirectX 9 installed (couldn&#039;t easily locate any older SDK, I&#039;m sure I could&#039;ve gotten away with DX7...), maybe I should make the code more robust and exit gracefully instead of crashing... [[User:Seb76|Seb76]] 13:04, 18 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm. I&#039;ve installed DirectX version 9 (March 2009 version) and with D3D enabled the Loader just fails silently; no error message, nothing in the event log. Maybe the install didn&#039;t work properly. I&#039;ll see if I can find some kind of DirectX test/verification utility somewhere. [[User:Spike|Spike]] 21:23, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OK I ran the &amp;lt;b&amp;gt;dxdiag&amp;lt;/b&amp;gt; utility which comes with DirectX 9.0c. This tests DirectDraw and Direct3D levels 7/8/9. There were no problems and no issues detected, apart from my laptop does not support hardware sound buffering (software only). I can send you the full dxdiag.txt report if it will help. When the Loader fails, all I see is a little black square in the top left, which I think is a normal part of the loading sequence (some kind of command window), and then nothing. [[User:Spike|Spike]] 21:39, 19 July 2009 (EDT)&lt;br /&gt;
:Might be related to using none power of two textures. Maybe your hardware does not support it? I&#039;ll add some more checks to make sure that&#039;s the problem.&lt;br /&gt;
:Edit: Can you try the latest version? I added some more error handling, can you tell me if you have an error message at some point? [[User:Seb76|Seb76]] 19:18, 20 July 2009 (EDT)&lt;br /&gt;
Unforunately I don&#039;t have access to the original laptop now, I won&#039;t do for a few months. I have tried on another PC (XP 2002 Professional SP3, DirectX9.0c, dxdiag tests all ok) and I also get a crash. Instead of dropping out right away, I see the smallish black square in the top left for a while, then I go to a full screen black or grey-black screen. This lasts for minutes. It doesn&#039;t eat up CPU and I can task switch out of it. I don&#039;t see any popup error messages and nothing in the event logs. When I kill UFO Defense the black full screen goes away. Sorry I know that&#039;s not much help. [[User:Spike|Spike]] 17:59, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
D3D mode isn&#039;t working for me either, I simply get a black screen. When I alt+tab out of it though I can see an error box titled &#039;D3D error&#039; which tells me it &#039;Cannot create texture&#039;. [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 19:09, 8 August 2009 (EDT)&lt;br /&gt;
:edit: forgot to mention, I have directx 9.0c installed and dxdiag reports no problems. I have a Geforce2 MX *blushes*&lt;br /&gt;
:Do you know if this card supports non power of two textures? [[User:Seb76|Seb76]] 05:10, 9 August 2009 (EDT)&lt;br /&gt;
::no idea, but since your new version works fine with the D3D option on I assume it doesn&#039;t :) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 11:38, 9 August 2009 (EDT)&lt;br /&gt;
:That&#039;s great. Spike, does it fix your problems too? [[User:Seb76|Seb76]] 16:04, 9 August 2009 (EDT)&lt;br /&gt;
::Sorry for the late reply - yes that fixes my problems too, D3D is working fine now. Thanks, [[User:Spike|Spike]] 15:55, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save equipment ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I&#039;ve tried out the Save Equipment and Auto Flares (good idea by the way). I&#039;ve seen some quirks. I had a few weapons (a Rifle and maybe a Pistol) that weren&#039;t loaded. Normally the game loads all weapons unless there isn&#039;t sufficient ammo. I moved some stuff around so this might have been due to me. So I restarted. Then I got a situation where:&lt;br /&gt;
&lt;br /&gt;
*1 soldier had no weapons, just a grenade in a belt, even though there were Rifles and Auto Cannon (both with ammo) not allocated. Actually this soldier was showing 54/40 encumbrance from one grenade. Carrying a lot of &amp;quot;invisible&amp;quot; equipment!&lt;br /&gt;
*Heavy weapons (Auto Cannon, Heavy Cannon, Rocket Launcher) were allocated only once each. Spare heavy weapons were not allocated. The soldiers allocated the heavy weapons carried 3 spare ammo clips and were overloaded. Also, a weak soldier (strength 21 or so) was selected to carry the Auto Cannon and 3 spare clips. &lt;br /&gt;
*The mission appeared to be a night mission but no flares were allocated. (the previous mission, the Auto Flares worked fine). Maybe it was a Dusk mission? It looked dark out there.&lt;br /&gt;
*Also the game crashed when I moved the first guy out of the transport. Of course this is not necessarily related to using Save Equipment. &lt;br /&gt;
&lt;br /&gt;
Actually, making sensible automatic rules for weapon and ammo allocation is hard to do, and a matter of personal taste, and this is really a different goal than just saving equipment allocations that have been picked manually by the player. So I&#039;m probably being really unfair. Maybe it would be easier not to allocate any weapons other than what the player has picked? &lt;br /&gt;
&lt;br /&gt;
Anyway I have a save game file for the 2nd game if that is any use to you for debugging. Cheers, [[User:Spike|Spike]] 18:53, 18 July 2009 (EDT)&lt;br /&gt;
:Thanks for the feedback, it got in the dev version for 2 months and nobody sent any comment so I figured I might as well put it in the official version ;-) I&#039;m not surprised with the kind of problems you encountered, I got lots of &#039;em while making this... The crash at the start is most likely due to reaction fire.&lt;br /&gt;
:The autoflare feature should trigger at the same time as the visibility reduction caused by the night. Were you able to see up to 20 tiles away?&lt;br /&gt;
:As for the auto-allocation, I&#039;m afraid there is no other easy option that I can see: when the mission starts, everybody is already equiped with the default stuff. I have to remove everything to be able to reassign items properly :( The default reequiping rules are quite simple: strength is not taken into account, and you require a set amount of free clips to be able to equip a weapon.&lt;br /&gt;
:I had a look at your savegame, but one just before the mission would be better. Also can you attach your ini file? Maybe some problems are caused by incompatibilities between mods. [[User:Seb76|Seb76]] 04:08, 19 July 2009 (EDT)&lt;br /&gt;
::OK uploaded what I hope is the right .ini file. Unfortunately that was my first savefile of the game, I don&#039;t have any earlier one. All I did was bought some guns &#039;n ammo and landed on the first (Roswell) crash site. The weirdest thing was the female soldier (Martha Stewart? or am I hallucinating?) with 54/40 encumbrance but only carrying one grenade. Could this be connected to [[Known_Bugs#Weightless_Loaded_Ammo|the problem you discovered in the game&#039;s weight routine]]? Anyway I will try and recreate the problem with more savefiles so you have a &amp;quot;before&amp;quot; and &amp;quot;after&amp;quot;. [[User:Spike|Spike]] 07:15, 19 July 2009 (EDT)&lt;br /&gt;
:In your savegame I indeed see that the Maria chick is overweight, but if I bail out of the mission and go on a new one, she only have a grenade and a weight of 3... Another strange thing is that in the equip.ini file of the savegame, she&#039;s marked as having a large rocket loaded in the weapon that she&#039;s holding, but she has no weapon... Did you equip her with the rocket launcher and changed your mind afterward? [[User:Seb76|Seb76]] 11:27, 19 July 2009 (EDT)&lt;br /&gt;
::OK I restarted from a new game. I took lots of savegames after each step. Everyone has your default basic loadouts - loaded pistol or rifle, one reload, one grenade. I see a couple of anomalies. Look for Jacques. He is overweight despite only carrying a Rifle. Also, he is carrying a grenade that shows as Primed - it isn&#039;t. I even threw it to make sure - no explosion. Like Maria before him, Jacques is the last soldier in the equip.ini list. Also like Maria, Jacques is carrying more guns &amp;amp; ammo in equip.ini than are shown in the inventory screen. He has 5 items but they don&#039;t add up to the 54 or so Encumbrance he is showing. Like Maria, he is carrying ammo (type 13) in a slot1 (left hand) weapon that doesn&#039;t exist, and it seems to weigh about 20! The crazy encumbrance persists into the next turn and it is still there after I restore a savegame. I will upload a full set of play-by-play savegame files. I did move some equipment around for some guys in the later saves. But never for Jacques. [[User:Spike|Spike]] 21:10, 19 July 2009 (EDT)&lt;br /&gt;
:OK, I&#039;ll have a look at this, thanks for the effort.&lt;br /&gt;
:Edit: I could not reproduce the problem staight away: I see the crapped up weight if I load your tactical games, but when using the &amp;quot;i/b&amp;quot; one, Jacques is alright... Does this problem happens 100%  of the time on your PC? Maybe it&#039;s a problem with the ini file handling (W2K3?), who knows... I&#039;ll keep trying. Feedback from XP/Vista users could be useful on this one. BTW are you using split binaries? [[User:Seb76|Seb76]] 15:44, 20 July 2009 (EDT)&lt;br /&gt;
::I&#039;ve uploaded another save game, this time on a different PC (better XP version, CPU, RAM). Same symptoms - the last man has phantom equipment. Actually I notice the last TWO men have 2 items of equipment on them, but only visible one item shown in equip.ini. Also I keep forgetting to send the UFO Extender.ini file. My games don&#039;t use split binaries. I don&#039;t think it&#039;s a problem parsing the equip.ini file because the problem appears right away, if I save as my first action when the battlescape appears - the equip.ini already has the weirdness, and on the battlescape the soldier already has the weirdness. Although - let me check this - but I don&#039;t think the phantom equipment weirdness is there during the Equip Screen, it only appears when the actual Battlescape starts. So, if you pass the equipment information from the Equip screen to the Battlescape via the equip.ini file, that&#039;s a possibility. [[User:Spike|Spike]] 17:21, 20 July 2009 (EDT)&lt;br /&gt;
::Uploaded another New game, same/similar symptoms. This time the last guy is carrying weapons. But still, he is too heavy. The effect is NOT present in Equip Screen; his weight only increases once on the Battlescape. He is carrying a Rocket (object type 13) inside an invisible second weapon. So this could be a problem parsing the equip.ini file. [[User:Spike|Spike]] 17:38, 20 July 2009 (EDT)&lt;br /&gt;
::Last note tonight. The guy is overweight by 13 x 2 = 26  units. His equip.ini shows him carrying a phantom type 13 object (in a nonexistent 2nd weapon). Is this a coincidence? Maybe check the other savefiles and see if the last man was also overweight by 26 units, or by 2 x the index of the phantom item. [[User:Spike|Spike]] 18:00, 20 July 2009 (EDT)&lt;br /&gt;
:I uploaded a new version, can you check it out? [[User:Seb76|Seb76]] 19:16, 20 July 2009 (EDT)&lt;br /&gt;
:: Re tried with New game after your fix. Still seeing last 2 characters with incorrect weights. The weights were the same on the Equip screen as on the Battlescape. Excess weights are 6 and 3 units. Uploaded the save game. [[User:Spike|Spike]] 14:14, 21 July 2009 (EDT)&lt;br /&gt;
:Actually you&#039;re now hitting another bug: when putting a loaded gun to the floor, the ammo stays assigned to the soldier so its weight is still taken into account... [[User:Seb76|Seb76]] 15:21, 21 July 2009 (EDT)&lt;br /&gt;
::Yes you are right. In fact the weight errors were not 6 and 3 but 6 and 5 - the weight of heavy cannon ammo and auto cannon ammo, respectively. When I dropped the loaded heavy cannon and the loaded auto cannon, the encumbrance weights drop by 18 and 19 respectively. This is the weight of the unloaded weapon, not the correct weight of the loaded weapon. (Though normally, due to the buggy weight routine in the game, that *is* the actual (but incorrect) weight of the loaded weapon if you haven&#039;t yet unloaded it). So this is just a matter of ignoring the ammo weight from the soldier&#039;s encumbrance when dropping a loaded weapon. And it does look like the original problem has been fixed. [[User:Spike|Spike]] 18:18, 22 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm more problems with Save Equipment. Ammo of all types seems to disappear. Eg I have 6 pistols and 6 pistol clips on the craft, but the Equip screen just gives me 6 empty pistols. Other weapons are short of ammo too. Is the Save feature perhaps &amp;quot;remembering&amp;quot; empty weapons (or loaded weapons) and somehow eliminating the clips. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
:This looks like an issue with &#039;&#039;UnloadClips&#039;&#039;(). I noticed that the clip object&#039;s &#039;&#039;loaded_into&#039;&#039; is set to 0xff, but the &#039;&#039;not_loaded&#039;&#039; remains as 0. The game may see this as the clip still being loaded in an object, so the clip effectively disappears. --[[User:Mikawo|Mikawo]] 11:05, 19 August 2009 (EDT)&lt;br /&gt;
::This is possible. The wiki is wrong on these 2 fields BTW: it is in fact just one field (loaded_into signed extended to 16bit). I&#039;ll have a look at that. [[User:Seb76|Seb76]] 14:33, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think Mikawo is right. UnloadClips() should look something like this:&lt;br /&gt;
&lt;br /&gt;
 void UnloadClips()&lt;br /&gt;
 {&lt;br /&gt;
 	obpos_dat *pObPos=pObpos_dat;&lt;br /&gt;
 &lt;br /&gt;
 	for(unsigned char i=0;i&amp;lt;170;i++)&lt;br /&gt;
 	{&lt;br /&gt;
 		if(pObPos-&amp;gt;itemType != 0xff &amp;amp;&amp;amp; pObPos-&amp;gt;not_loaded == 0  &amp;amp;&amp;amp; IsXComItem(i))&lt;br /&gt;
 		{&lt;br /&gt;
 			pObPos-&amp;gt;loaded_into=0xff;&lt;br /&gt;
 			&amp;lt;big&amp;gt;&#039;&#039;&#039;pObPos-&amp;gt;not_loaded=0xff;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 		}&lt;br /&gt;
 		pObPos++;&lt;br /&gt;
  	}&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
Quite a few other functions in &#039;&#039;&#039;equipment.cpp&#039;&#039;&#039; use this check &#039;&#039;&#039;pObPos-&amp;gt;not_loaded == 0xff&#039;&#039;&#039; so it is important to set this flag just for UFOExtender, regardless of whether the game needs it set (which it probably does). Eg items unloaded by UnloadClips will thereafter fail to be found by GetFreeItem, during execution of LoadSoldierEquipment. That probably explains the problems observed.&lt;br /&gt;
[[User:Spike|Spike]] 15:24, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I did some rework based on that. Do you have other problems? [[User:Seb76|Seb76]] 16:08, 30 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks Seb. This seems to be working mostly ok now. Some remaining smaller issues I have seen:&lt;br /&gt;
&lt;br /&gt;
::* The weight calculation is so accurate, it is more accurate than the unmodified game. So the &amp;quot;weight free ammo&amp;quot; (the first clip loaded into a weapon, before the user takes any action in the Equip screen) is no longer weight free. Not sure if you want to &amp;quot;fix&amp;quot; this or not? It is debatable. Really, you have fixed a bug. But the normal game behaviour has changed. Maybe make the &amp;quot;weight free ammo&amp;quot; optional?&lt;br /&gt;
::* There is a weird glitch. If I unload a weapon, put it and the clip on the ground seperately, that works fine. But if I pick up the clip &#039;&#039;&#039;directly from the ground&#039;&#039;&#039; and load it straight into the weapon, then drop the weapon, the weight of the clip is still shown on the soldier. And actually the same thing happens with a clip that is first moved into the soldier&#039;s equipment. So in fact the problem is that a clip loaded into a weapon, doesn&#039;t get removed from the soldier weight when the weapon is dropped onto the ground. It happens even if the clip is pre-loaded by your routine.&lt;br /&gt;
::* Still outstanding - you can&#039;t use the right arrow to move onto a second screen of equipment. So you can&#039;t have more than one screenload of equipment on the ground. Or maybe you can, if you start the Equip screen with more than one screenload on the ground - I didn&#039;t check that.&lt;br /&gt;
&lt;br /&gt;
::[[User:Spike|Spike]] 13:10, 1 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glitch with Alien Pets and Big Brother? ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb. I was trying to do some initial research on the idea of [[User:Spike#Tank mods|Tank mods]] but it looked like these 2 useful features of your Loader, Alien Pets and Big Brother, have both stopped working. Can you test this, on the latest version? I&#039;m using a very recent version (last 2 weeks) but not the absolute latest as I have internet download problems. &lt;br /&gt;
&lt;br /&gt;
Also, have you seen this new Wiki article: [[Enemy Unknown Extended]]. It is a package including your loader plus a few other odds and ends.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 11:16, 17 August 2009 (EDT)&lt;br /&gt;
:My mistake, I commented out that part of code a while ago and only recently noticed that. It was corrected one or two versions ago.&lt;br /&gt;
:The article is a good idea, it should allow less techies an easy start. [[User:Seb76|Seb76]] 13:51, 17 August 2009 (EDT)&lt;br /&gt;
:: OK cool yes the Hacks are back in place, thanks. [[User:Spike|Spike]] 20:34, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Test results:&lt;br /&gt;
&lt;br /&gt;
* 1-unit and 4-unit aliens can be healed by anyone (alien or human) holding a Medkit&lt;br /&gt;
* 4-unit aliens can be healed by standing in any of their 4 squares&lt;br /&gt;
* 4-unit aliens can only be healed while they are stunned. Pointing to their &amp;quot;control&amp;quot; square does not seem to work.&lt;br /&gt;
* 1-unit aliens can be healed either while conscious or while stunned&lt;br /&gt;
* Wounds on aliens can be correctly seen with Medkits&lt;br /&gt;
* The Medkit display shows a human silhouette regardless of the alien type, of course&lt;br /&gt;
* Healing aliens with Medkits, stops them from dying of wounds (not 100% tested but seems to be true)&lt;br /&gt;
* Aliens (large and small) seem to lose the correct amount of Health per turn from Wounds&lt;br /&gt;
* Aliens with wounds that are not treated, eventually die (not 100% tested but seems to be true)&lt;br /&gt;
* A Mind Probe can see if an alien has Wounds.&lt;br /&gt;
&lt;br /&gt;
Anomalies:&lt;br /&gt;
&lt;br /&gt;
* I had a lot more reports of Reapers dying than I would expect. I would not have expected any to die, and I had 3 reports of death by wounds. Even heavily wounded Reapers take a long time to die. In my test I was only shooting them with Pistols. Maybe there is a problem with the reporting? Maybe the death of the same Reaper was reported more than once? More testing needed on this. &lt;br /&gt;
:I wonder if Reapers are receiving wounds on all 4 sections when hit by explosives (I don&#039;t know which weapon you were using). They really shouldn&#039;t, although I&#039;m unsure how you&#039;d get around this. If possible, put a cap on the maximum number of wounds something can ever have (perhaps 6). You could argue their multiple hearts really empty their blood out quickly, but I don&#039;t think fatal wounds should ever become more dangerous than burning alive.&lt;br /&gt;
&lt;br /&gt;
:: Well, why not: hit four times by one explosive, check for incurring fatal wounds four times.  -- [[User:Zaimoni|Zaimoni]], 13:49 Sept. 6 2009 CDT&lt;br /&gt;
&lt;br /&gt;
* Question: should the death of an alien by wounds be reported, or should it die silently? Did I only see these messages because I was using Alien Pets, and so they were on &amp;quot;my&amp;quot; side?&lt;br /&gt;
:Regarding death reports, I enabled the dialog for aliens/civilians (it usually only shows up for xcom operatives) to help in testing. The final version will not show them. [[User:Seb76|Seb76]] 14:10, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
* I used the Alien Pets, Big Brother, and Alien Inventory hacks to do this test. I also hacked a save game to give me Pistols, Medkits, PsiAmps and Mind Probes. [[User:Spike|Spike]] 16:03, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
To Do:&lt;br /&gt;
* Test if aliens (small, large and mechanical) suffer from [[Fatal Wounds#Other effects of Fatal Wounds|other effects of wounds]], e.g. penalties to Energy, Accuracy, Time Units&lt;br /&gt;
* Do Cyberdisks, which have no legs or arms and probably no head, only ever receive Torso wounds?&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Bleeding ===&lt;br /&gt;
&lt;br /&gt;
* Question: Do Cyberdiscs and Sectopods receive Fatal Wounds? I&#039;m wondering whether an unconscious Cyberdisc is safe to be around. Even if they didn&#039;t explode, Fatal Wounds would be stupid for a robot. If XCOM tanks can&#039;t end up leaking fuel and sparking dangerously, neither should enemy robots. [[User:Stubbs|Stubbs]]&lt;br /&gt;
: I think you can make a case for tanks and robots having &amp;quot;wounds&amp;quot;, i.e. damage that gets progressively worse by itself. You can even make a case for them being &amp;quot;stunned&amp;quot; - temporarily non-operational. You can even make a case for it applying to alien robots but not to X-COM tanks, since alien robots all have some degree of organic component (which is why they can be Mind Controlled). But I still think you are right, neither effect should apply to machines, whether alien or human. As for your question, see the tests below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding Test Findings:&lt;br /&gt;
* Cyberdisks take Wounds (with Alien Bleeding option enabled)&lt;br /&gt;
* Cyberdisk wounds can be healed (though only after unit is stunned)&lt;br /&gt;
* Cyberdisks lose health from wounds&lt;br /&gt;
* Cyberdisks can die from wounds&lt;br /&gt;
* Cyberdisks don&#039;t seem to explode when they die from wounds (&amp;quot;has died from wounds&amp;quot; popup)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cyberdisk Bleeding TestTest Caveats:&lt;br /&gt;
* Same caveats as previous tests (above), plus:&lt;br /&gt;
* The Cyberdisks were modified from Reapers using xcomutil :rpl&lt;br /&gt;
* Some Pistols were changed to Laser Rifles using xcomutil :chg&lt;br /&gt;
* (xcomutil was not installed in the game directory however, it was used from another location)&lt;br /&gt;
* The stats (Armour 34 all round, Health 120) appeared normal for Superhuman&lt;br /&gt;
* However the Cyberdisks seemed to fall too easily to Laser Rifle fire (e.g. 1 hit)&lt;br /&gt;
* Also, they seemed not to explode as often. This was because they were often stunned.&lt;br /&gt;
* Hard to tell in-game whether a Cyberdisk is dead or stunned. The graphic is the same, you can&#039;t use a Mind Probe, nor look on the ground, nor even check by changing sides.&lt;br /&gt;
* Actually there is one way to tell: stand over it and use a Medkit. Didn&#039;t think of that. [[User:Spike|Spike]] 08:22, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for finding out, Spike. Autopsy text shows you are right about the Sectopod( but not about the Cyberdisc) having biomechanical components, but it&#039;s not like there are gallons of blood pumping around the thing to gush out. One thing: did you check both conscious and unconscious death-by-wounds for the Cyberdisc? [[User:Stubbs|Stubbs]]&lt;br /&gt;
::No problem Stubbs. I didn&#039;t deliberately test this, but I had numerous deaths-by-wounding while unconscious and I think at least a few while conscious. I believe those that died while conscious, exploded. (I think this is the basic rule for Cyberdisks. If they are stunned, they don&#039;t explode. This typically happens with stun weapons but can also happen with regular weapons, if you are lucky.) [[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seb76: maybe robots receiving wounds was an oversight, or maybe you really do want robots to take wounds. In either case, it would be nice to have a separate option for this. My arguments against robot wounds are pretty simple: tanks do not receive them, the bled-out dialogue &amp;quot;X has died from a fatal wound&amp;quot; sounds silly for a robot that was never alive, and finally that a Medkit should not be able to heal a robot.&lt;br /&gt;
: It&#039;s reasonable that alien mechanisms (Sectopod, Cyberdisk) would not suffer from wounds. Possibly also Zombies should remain immune to wounds? From a note Seb made elsewhere, I think the UNITREF.DAT &amp;quot;can be wounded&amp;quot; flag is the same as the &amp;quot;can be stunned&amp;quot; flag. Wounding is probably prohibited globally for aliens, by an override somewhere in the executable. Seb has probably removed this override, unconditionally. To remove the override more selectively, I suspect Seb would need to put a logic test in the code, to check the alien type. .[[User:Spike|Spike]] 20:54, 5 September 2009 (EDT)&lt;br /&gt;
::There was a check for ownership that I simply removed. Next version will have an explicit check for robots/chryssies/zombies not to bleed. [[User:Seb76|Seb76]] 12:29, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* If you want a sense of &amp;quot;the Sectopod&#039;s leg got damaged&amp;quot; or even &amp;quot;the tank&#039;s track was broken&amp;quot;, perhaps robotic units could be &#039;wounded&#039; by damaging max TUs. &lt;br /&gt;
* If, however, the above won&#039;t let weapon usage TU %s recalculate as TUs are lost (i.e. the units lose firing ability as well as walking), then certain values of Energy with the correct Energy usage modifier could emulate loss of speed without losing firing ability. Since Energy is returned at a rate of 1/3 of TUs, these units could have an Energy value of (slightly less than) exactly 1/3rd of their TUs. Their energy usage modifier is then changed to allow this small energy value to usually suffice. Now, when Energy is damaged, the units will be permanently slowed, but their weapons won&#039;t be affected. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
=== Zombie Bleeding ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies that bleed to death don&#039;t seem to turn into Chryssalids. As discussed above, it might be better to disable wounding for Zombies. (Death by wounding for Zombies was already possible, without this fix, if the Zombie was mind controlled, wounded while mind controlled, then released back to Alien control.) [[User:Spike|Spike]] 21:07, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hostile Civilians ==&lt;br /&gt;
&lt;br /&gt;
This fix also seems to prevent:&lt;br /&gt;
* [[Exploiting_Mind_Control#Zombie&#039;s_Permanent_Control_of_Aliens_via_Stunning|Permanent Control of Aliens via Stunning]] Exploit - as was hoped for. &lt;br /&gt;
* [[Exploiting_Mind_Control#Resurrect Zombified Agents|Permanent Control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
It does not fix:&lt;br /&gt;
&lt;br /&gt;
* Various Mind Control bugs: &lt;br /&gt;
** [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]&lt;br /&gt;
** [[Known_Bugs#Mind Controlled Aliens Count as MIA if you Abort]]&lt;br /&gt;
&lt;br /&gt;
(Probably because fixing both of these requires special, end-of-mission processing)&lt;br /&gt;
&lt;br /&gt;
Still To Be Fixed:&lt;br /&gt;
&lt;br /&gt;
* [[Exploiting_Mind_Control#Exponential Mind Control|Exponential Mind Control]]&lt;br /&gt;
&lt;br /&gt;
(This requires a check in UNITPOS to ensure that the unit attempting Mind Control is not, itself, already mind controlled.)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:16, 3 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Funky Fire and Zombies ==&lt;br /&gt;
&lt;br /&gt;
Fixed Funky Fire still permanently kills Zombies, when the killing damage comes from (end of turn) fire damage. [[User:Spike|Spike]] 21:02, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Research Tree ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found a way of modding the research tree and was wondering if people are interested in an updated version. I&#039;ve read of stuff like enabling hovertanks from cyberdisc autopsies or flying suits with floater research, but I think there is more that can be done. The limitations from the original game is that having researched a topic cannot unlock more than 4 new topics, and cannot unlock the production of more than 4 new item types. Any ideas? [[User:Seb76|Seb76]] 12:40, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
* Another one I mentioned was: Mind Probe before Psi-Amp, although I&#039;m going to retcon that to &amp;quot;Mind Probe before Psi-Lab&amp;quot; (which then leads to Psi Aimp as per usual). The logic behind this is that the first step of a psi-attack must be scanning for enemy brainwaves to pick them out of the other signals. Before you can teach soldiers to do this, you&#039;d have to have studied the mind probe to see how the non-psychic aliens are managing to find targets. You&#039;ve got to walk before you can run, after all.&lt;br /&gt;
* I&#039;m unsure if the next suggestion is possible, given what you have said. I&#039;d like some kind of necessity to research at least some corpses/aliens - is it possible to require, say, any 6 alien &#039;live&#039; or &#039;autopsy&#039; reports finished before Alien Origins unlocks? You might also make it dependent on difficulty (6/7/8/9/10 needed). You could also include alien missions in this count.&lt;br /&gt;
* My only other suggestions are: you should have to research Elerium before you can build anything that requires Elerium to build. You should have to research Alien Alloys before you can build anything that uses those (which is true only for some things currently. It doesn&#039;t seem to be a prerequisite for building alien weapons). Is it possible for a manufactured item to require two separate research entries to be manufactured?&lt;br /&gt;
* Question: is there also a limit of 4 prerequisites for a research item? [[User:Stubbs|Stubbs]]&lt;br /&gt;
:There is no limit on prerequisites, it&#039;s the code that shows &amp;quot;you can now build/research xxx&amp;quot; that has a 4 entries limitation. [[User:Seb76|Seb76]] 15:05, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
A boring suggestion but how about making sure that for all weapon research, you need to do the pistol before the rifle before the heavy weapon, etc. And similarly with the ammo types. Apart from that, I&#039;ll think on it. [[User:Spike|Spike]] 17:42, 6 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another boring suggestion: each specific laser weapon should take a little longer to research - force you to use the starting weapons for a little longer. You could also rebalance the Plasma research times so that the rifle took a little longer and the Heavy Plasma took significantly longer. It might then be more viable to research them from weakest to strongest, without forcing your hand as Spike suggested. [[User:Stubbs|Stubbs]]&lt;br /&gt;
&lt;br /&gt;
:Yep that&#039;s a good alternative. &lt;br /&gt;
&lt;br /&gt;
You could make the Stun Launcher a little harder by requiring (as well as Alloys and Elerium), perhaps a live Medic to be researched before the Stun Launcher (since it&#039;s usually Medics that carry them and presumably understand how to operate them), and an Engineer for a Blaster Launcher. It&#039;s not much extra but it helps to make these powerful weapons a little harder to get. If you wanted to make Blaster Launcher quite a lot harder to get you could add something like UFO Navigation (something to do with plotting all those waypoints, alien-stylee), or at least a Mind Probe for similar reason. &lt;br /&gt;
&lt;br /&gt;
But, what are we trying to do here? Make things harder in general? That&#039;s one option. Or &amp;quot;rebalance&amp;quot;, i.e. make things that are relatively too easy to get, relatively harder to get? Or make things more &amp;quot;logical&amp;quot;? There&#039;s lots of ways to play this. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a shame there&#039;s not a distinction in the game between using, and manufacturing, alien weapons - as is done in XcomUtil. Really, there should be a world of difference between figuring out how to use scavenged alien weapons, and actually being able to manufacture them. But that&#039;s not really a research tree topic, &#039;&#039;&#039;unless&#039;&#039;&#039; - would it be possible to create new topics? Could you separate out the using of an item from the manufacturing of it? (If not, it would be good to have a game variant in which nothing that can be scavenged, is allowed to be manufactured).&lt;br /&gt;
&lt;br /&gt;
UFO Navigation might also be a good prerequisite for Hyperwave Decoder. I&#039;m sort of rambling here, but what are the most powerful technologies, that are kind of easy to get... which ones need to be made harder. (Are there any that need to be made easier?)&lt;br /&gt;
&lt;br /&gt;
Powerful technologies:&lt;br /&gt;
* Psionics (Psi Lab == Psi Amp). Adding the Mind Probe, as suggested, would be a good idea. Maybe a psionic Commander capture required for each. &lt;br /&gt;
* Blaster Launcher - maybe require an Engineer and a Soldier research, as well as Elerium &amp;amp; Alloys. Mind Probe or  UFO Navigation for the &amp;quot;plotting&amp;quot; element? A separate Engineer capture to produce the ammo? What else?&lt;br /&gt;
* Stun Launcher - Medic and an Engineer? Maybe a full set of autopsies - but that&#039;s too onerous. &lt;br /&gt;
* Heavy Plasma - stretching the research time would be good, though this can already be done. Additional pre-reqs - maybe add a live Engineer requirement (maybe for &#039;&#039;each&#039;&#039; Plasma weapon type?). If you keep making these requirements you probably need to add a hint in the UFOPaedia along the lines of &amp;quot;we will need to interrogate alien technical experts to further understand this weapon technology&amp;quot;. (OK that&#039;s hardly a hint.)&lt;br /&gt;
* Laser Cannon (?) - But I&#039;m not sure this Laser Cannon factory thing is a big deal. Arguably building a new intercept base is a better cash cow than building a 50-Engineer Laser Cannon factory.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 16:34, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 64 bit compatibility ==&lt;br /&gt;
&lt;br /&gt;
Any way to make the loader compatible with 64-bit operating systems, like 64-bit XP/Vista/7? [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: I&#039;m using it on Windows 7 and it&#039;s working fine. Not sure if that&#039;s 64 bit though. [[User:Spike|Spike]] 07:26, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If you&#039;re not sure, you are probably running the 32-bit version of Windows 7. Starting from XP, Windows comes in both 32-bit and 64-bit flavors. Most 32-bit programs are backwards compatible, but apparently not X-COM from my experience. [[User:Jwilcox25|Jwilcox25]]&lt;br /&gt;
&lt;br /&gt;
: It works fine with Windows 7 64-bit. Didn&#039;t have to enable any compatibility options or anything like that. [[User:Rovlad|Rovlad]] 02:29, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I can comfirm this result. (Steam release) --[[User:Necuno|Necuno]] 08:13, 29 July 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Music bug ==&lt;br /&gt;
&lt;br /&gt;
When enabled &amp;quot;MIDI freeze&amp;quot; bugfix, after entering first combat the music stops playing completely, for the remaining game session.&lt;br /&gt;
&lt;br /&gt;
Also, when using Extender, for some reason music is playing at really low volume, i have to manually reduce my main sound channel and crank up the volume to hear it. When just starting normal UFO CE volume levels of music and sfx are about equal. I have SB Live &amp;amp; WinXP.&lt;br /&gt;
&lt;br /&gt;
== Fire Speed bug ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, for no apparent reason, fire speed setting jumps to 3, instead of what you had it set on.&lt;br /&gt;
&lt;br /&gt;
: I believe it&#039;s a bug in the game itself, not the loader. I remember encountering it in both DOS and CE versions. [[User:Rovlad|Rovlad]] 02:31, 23 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reserve TU for x-Shot ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this has been addressed or fixed, but if you reserve Time Units for any shot type, all you get is Snap Shots for the reaction phase - never aimed or auto. Is there any way you could enable these two unused types for reaction shots? --[[User:Zombie|Zombie]] 22:51, 25 October 2009 (EDT)&lt;br /&gt;
:As far as I can tell, the reserve is only meant to be used during the active turn. Reaction shots are hardcoded to snapshots (that&#039;s true for the aliens too), it&#039;s no bug that your guys don&#039;t use reaction autoshots. [[User:Seb76|Seb76]] 12:10, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
I know you&#039;re hoping to perfect the current version before taking on any new projects, but I just want to add my plea to the others requesting a TFTD version.  Even some of the basic functionality would be awesome and probably completely portable, such as the stats on the equipments screen, default new base, etc.&lt;br /&gt;
&lt;br /&gt;
== Can&#039;t change tasks in D3D ==&lt;br /&gt;
&lt;br /&gt;
Hey, I&#039;m having an issue with D3D. If I alt-tab out, I can&#039;t switch back to the X-Com task. I&#039;ll switch to it but nothing can happen. I&#039;m on Windows 7 x64 with an ATI Radeon HD 5770. [[User:Rlbond86|Rlbond86]] 20:19, 15 January 2010 (EST)&lt;br /&gt;
:I too have hangups sometimes when alt-tabbing out of XCom, sadly I&#039;m no D3D expert :( I&#039;ll add more checks to see if resetting the D3D device worked though. If anyone knows of a 100% working way of dealing with &amp;quot;device lost&amp;quot; conditions, now is your chance... [[User:Seb76|Seb76]] 12:06, 16 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape Soldier&#039;s Stats Crash ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having this little problem with this and I wanted to know if I&#039;m the only one that&#039;s suffering with it: everything works fine, but when in battlescape mode I want to check the stats of a soldier (by clicking his rank icon) the entire game CTD. Does it happen to anyone else? How can I fix it?&lt;br /&gt;
:Never saw such problem...&lt;br /&gt;
:* Does it still crash when you disable the extender (and what options did you enable)?&lt;br /&gt;
:* Do you have the address where the crash happens?&lt;br /&gt;
:[[User:Seb76|Seb76]] 15:55, 22 January 2010 (EST)&lt;br /&gt;
::It didn&#039;t, but now I reinstalled the game and it works wonderful. This is a great job you did here. Is there any chance that you could access to the stats of the soldiers from the assign crew screen? --[[User:Slibluhr|Slibluhr]] 16:56, 22 January 2010 (EST)&lt;br /&gt;
::OK, I could reproduce the crash this time, it has nothing to do with the stats screen as I supposed to do. The game crashes RANDOMLY if I have turned on the D3D thingy, any clue? I&#039;ve also noted that if I turn on the caps mod (to put most of &#039;em in 150-200 to overcome the distance penalty) the soldiers do NOT improve, even after kicking a large scout&#039;s butt with KAtherine Sharpe, she didn&#039;t get any FAc point! --[[User:Slibluhr|Slibluhr]] 05:30, 23 January 2010 (EST)&lt;br /&gt;
:The caps bug is a known one, and a fix is available. I thought I&#039;d wait for more substancial stuff before releasing a new version though. You can try the latest dev version that has the fix included.&lt;br /&gt;
:As for your crash I cannot do much without a crash address... [[User:Seb76|Seb76]] 11:46, 24 January 2010 (EST)&lt;br /&gt;
::This is what it said during last crash:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00011689&lt;br /&gt;
&lt;br /&gt;
::--[[User:Slibluhr|Slibluhr]] 15:29, 24 January 2010 (EST)&lt;br /&gt;
:Sadly the address is of no use (crash inside Windows code, most likely because of wrong arguments). I&#039;ve put a new version up with better D3D error handling, does it help with your crashes? Also since I was feeling like it, I updated the &amp;quot;Reorder Soldiers&amp;quot; feature so that when you click the name of the soldier, his stats show up. You must click the rank/name of the ship to assign the soldier. [[User:Seb76|Seb76]] 18:00, 24 January 2010 (EST)&lt;br /&gt;
::Thank for the access to the stats of the soldiers via crew screen, it releases them from having their FAcc and PStr in the name.&lt;br /&gt;
&lt;br /&gt;
:: btw, the crash moved to this location now:&lt;br /&gt;
&lt;br /&gt;
::AppName: ufo defense.exe	 AppVer: 1.0.0.1	 ModName: ntdll.dll&lt;br /&gt;
::ModVer: 5.1.2600.5755	 Offset: 00028c0b&lt;br /&gt;
&lt;br /&gt;
::could it be that&#039;s my pc&#039;s fault? does this happen to anyone else?&lt;br /&gt;
&lt;br /&gt;
::------------------&lt;br /&gt;
::System Information&lt;br /&gt;
::------------------&lt;br /&gt;
::Time of this report: 1/25/2010, 01:25:00&lt;br /&gt;
::       Machine name: 0X000001&lt;br /&gt;
::   Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090804-1435)&lt;br /&gt;
::           Language: Spanish (Regional Setting: Spanish)&lt;br /&gt;
::System Manufacturer: FOXCONN&lt;br /&gt;
::       System Model: A6VMX&lt;br /&gt;
::               BIOS: BIOS Date: 03/13/09 09:59:28 Ver: 08.00.14&lt;br /&gt;
::          Processor: AMD Sempron(tm) Processor LE-1250,  MMX,  3DNow, ~2.2GHz&lt;br /&gt;
::             Memory: 3072MB RAM&lt;br /&gt;
::          Page File: 466MB used, 4490MB available&lt;br /&gt;
::        Windows Dir: C:\WINDOWS&lt;br /&gt;
::    DirectX Version: DirectX 9.0c (4.09.0000.0904)&lt;br /&gt;
::DX Setup Parameters: Not found&lt;br /&gt;
::     DxDiag Version: 5.03.2600.5512 32bit Unicode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hi there&lt;br /&gt;
:I&#039;m having the exact same problem with the Soldier&#039;s Stats window on Battlescape: If I ever click the area 16, the game crashes to desktop. (The error is always the same)&lt;br /&gt;
:[[File:Crashmq.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is my current UFOExtender.ini configuration: http://www.4shared.com/file/GwpZmHJ8/UFOExtender_CONFIG.html&lt;br /&gt;
&lt;br /&gt;
EDIT: I unchecked every single option, it seems it has nothing to do with the UFOExtender.ini, it&#039;s something related to soldier&#039;s stats data, maybe? Any ideas?&lt;br /&gt;
--[[User:Nekrocow|Nekrocow]] 02:42, 21 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Are you using the extender alone or with XCOMUTIL?  If alone, have you tried recreating the error without extender running?  The error code only tells me that somehow the program is being told to access an empty register that should have the reference for the current solider instead. [[User:Morgan525|Morgan525]] 09:24, 23 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Store limit question ==&lt;br /&gt;
Nice to see you&#039;ve implemented the general store change (unfortunately, UFOExtender doesn&#039;t work under wine, so I can&#039;t test this). I&#039;m curious why 187 is the limit? I thought it would be a power of 2 (possibly minus 1)... Possibly you wanted to write 127? [[User:Cesium|Cesium]] 19:43, 21 February 2010 (EST)&lt;br /&gt;
:You can build 35 general stores max in a base and 65535/35 ~= 1872 (the internal representation is ten times what&#039;s shown ingame). [[User:Seb76|Seb76]] 00:19, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mouse scaller not working on Windows 7 x64 ==&lt;br /&gt;
&lt;br /&gt;
with d3d=1 and Scale Mouse=1 I still have issues with the mouse going way off screen.&lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 01:57, 22 February 2010 (EST)&lt;br /&gt;
:I have noticed that alt-tabbing out of X-COM at the title menu (or any other point that won&#039;t crash it) and then alt-tabbing back into it fixes this problem for me in Win7-64. --[[User:Xusilak|Xusilak]] 13:12, 22 February 2010 (EST)&lt;br /&gt;
::Thanks for the heads-up. I uploaded a test version here: http://www.ufopaedia.org/index.php?title=Image:UFOExtender-dev.zip&lt;br /&gt;
::Does it fix you problems? [[User:Seb76|Seb76]] 14:36, 22 February 2010 (EST)&lt;br /&gt;
:::Yep. Seemingly no issues with the mouse going off the screen using it, although I didn&#039;t test for long. I&#039;ll try to get more test time in later. --[[User:Xusilak|Xusilak]] 20:46, 24 February 2010 (EST)&lt;br /&gt;
::::Actually, it doesnt work for me either, in WinXP. And it was broken since the version of 7th November, the one with windowed mode addition. Also, Alt-Tabbing didnt work too. This fix makes things right, though.&lt;br /&gt;
::::Edit : also, this dev version crashes in 100% cases when going to battlescape.&lt;br /&gt;
::Strange, I do not have any trouble even when using split binaries. Do you have an address for the crash? [[User:Seb76|Seb76]] 14:03, 1 March 2010 (EST)&lt;br /&gt;
:::Okay, i hope this is what you wanted, but it says the adress is 0x0000000000bd22ca. I can load an actual save with tactical mode, but cant go into tactical from geoscape. So i use the version from 1st November still.&lt;br /&gt;
:Hum, you say the dev version crashes and that you are stuck with the version from 1st november. Do you mean you have the problem since the version of november the 7th, independently from the dev version? [[User:Seb76|Seb76]] 14:08, 4 March 2010 (EST)&lt;br /&gt;
::Actually yes. At first i didnt want to use it, because i use a tablet instead of mouse, and its really noticeable when a window failed to scale properly, since a tablet works in absolute screen coordinates. But just now i checked several new (non-dev) versions for the crash - its there. Crashes every time i try to enter tactical mode from geoscape. Saves from tactical load up fine. Version from Nov.1st gives no problems whatsoever.&lt;br /&gt;
:Do you still have the problem if you disable D3D or use windowed mode? Also if you load a tactical game, don&#039;t you get a crash when it goes back to geoscape? [[User:Seb76|Seb76]] 03:20, 6 March 2010 (EST)&lt;br /&gt;
::When disable D3D - yes. When enable windowed - yes. When going from tactical to geoscape - no.&lt;br /&gt;
:OK, I suspect this has to do with the &amp;quot;Save Equipment&amp;quot; feature. Can you try disabling it if you have it on? [[User:Seb76|Seb76]]&lt;br /&gt;
::OK, um...i tried all my saves, and with that feature disabled all my saves load up fine, and i can go from geoscape to tactical and back. So i thought everything was alright, and kept playing - the very next tactical mission loads up fine, but as soon as i try to move anyone - it crashes. And that is the same in all my saves, first mission is alright - second one always crashes. The crash adress is 42064f, in case you&#039;re gonna ask.&lt;br /&gt;
:Alright, can you PM me a savegame before the crash? I doubt it&#039;ll help but who knows...[[User:Seb76|Seb76]] 12:43, 6 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extender in Steam (+ maybe XComUtil) ==&lt;br /&gt;
&lt;br /&gt;
Hi do you know of any way to use the two apps together with the Steam version?  I would really like to be able to combine the &#039;Reorder Soldiers&#039; feature of Extender and the &#039;Capturing Aliens for Research&#039; of XcomUtil.&lt;br /&gt;
&lt;br /&gt;
Actually now that Ive put a bit more time into it I can&#039;t get UFOLoader.exe to run in steam&#039;s dosbox implementation at all.  I can just run UFOLoader but it doesn&#039;t run in dosbox which makes the game run horribly.  If you don&#039;t have a steam copy for testing / integration of the basic Extender program please let me know and I would be happy to send you a gift copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
P.S. What a great program, you are a credit to gaming.&lt;br /&gt;
:As far as I know, the Steam version also ships with the windows CE edition, the default shortcut just happens to point to the dosbox one. Also the latest version of XComUtil is able to detect the loader presence and act accordingly. [[User:Seb76|Seb76]] 15:42, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: STEAM comes with both EXE. XcomUtil and UFO Extender work together with STEAM. To use Setup UFO Extender in the game folder. Then Download and install the latest build of XcomUtil 9.7. It will auto start XcuSetup in windows, Detect UFO Extender and allow you to configure RunXcom to use it. To use UFO Extender, or UFO:CE you can&#039;t launch the game from STEAM. You have to create a short cut for RunXcom. (Right click &amp;gt; send to &amp;gt; Desktop as Shortcut)  --[[User:BladeFireLight|BladeFireLight]] 19:13, 25 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks guys I was able to start the game with both mods.  I apparently had everything configured correctly but I kept launching it from steam.  Is there a way to play in windowed mode (since its not using dosbox)?  I tried launching dosbox and running &#039;RunXCom.bat&#039; file from there but it does not recognize UFOExtender.&lt;br /&gt;
&lt;br /&gt;
Oh boy the game is fast, even on slowest scroll it is difficult play a battle :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Dogfish&lt;br /&gt;
:What options did you turn on? [[User:Seb76|Seb76]] 14:18, 26 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Show Stats=1&lt;br /&gt;
Apply=1 (wreck analysis)&lt;br /&gt;
Proximity Grenades Experience=1&lt;br /&gt;
Elerium-fueled Craft Bug=1&lt;br /&gt;
Save Reserve Mode=1&lt;br /&gt;
Rank In Inventory=1&lt;br /&gt;
Manual Interception Fire Mode=1&lt;br /&gt;
Crafts Always Ready=1&lt;br /&gt;
Reorder Soldiers In Crafts=1&lt;br /&gt;
No Funkers=1&lt;br /&gt;
TFTD Doors=1&lt;br /&gt;
&lt;br /&gt;
Full System Specs:&lt;br /&gt;
Win Vista 64 &lt;br /&gt;
Intel i7 920&lt;br /&gt;
6GB RAM&lt;br /&gt;
GTX 285 Video&lt;br /&gt;
Asus p6t &lt;br /&gt;
&lt;br /&gt;
Everything is fast the geoscape tics are at least 5 times faster than running the non-Extender mode via dosbox.&lt;br /&gt;
&lt;br /&gt;
Would you have any suggestions how to slow it down?  I&#039;ve actually been playing in steam(dosbox) with XComUtil only and then saving/loading between missions so I can reorder the soldiers.&lt;br /&gt;
&lt;br /&gt;
Aha!  I found the D3D Windowed option...&lt;br /&gt;
HQ4x=0&lt;br /&gt;
D3D=1&lt;br /&gt;
D3D Windowed=1&lt;br /&gt;
Always On Top=0&lt;br /&gt;
Clip Cursor=1&lt;br /&gt;
Scale Mouse=1&lt;br /&gt;
Screen Ratio=0.833333 &lt;br /&gt;
&lt;br /&gt;
I can manually resize it to be bigger, excellent!&lt;br /&gt;
What is strange is that running it in windowed mode seems to slow it down enough for the scroll speed settings to make it playable :)&lt;br /&gt;
&lt;br /&gt;
I ran into a &amp;quot;Unsupported 32/16/64 bit error message switching from geoscape to battlescape but it happens only 1/3 times maybe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I will be playing this and let you know if I run into any more problems.&lt;br /&gt;
&lt;br /&gt;
Thanks a bunch!&lt;br /&gt;
-Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi guys, dogfish again I&#039;ve been getting a couple of glitches.&lt;br /&gt;
&lt;br /&gt;
1.  Switching from battlescape back to geoscape in the cmd prompt it displays&lt;br /&gt;
&#039;echo----------------------------Leaving&#039; is not recognized as an internal or external command, operable program or batch file.&lt;br /&gt;
&lt;br /&gt;
2.  This has happened twice&lt;br /&gt;
&lt;br /&gt;
Get someone who has been shot is at low health and has fatal wounds&lt;br /&gt;
&lt;br /&gt;
Have them pass out due to smoke inhalation&lt;br /&gt;
&lt;br /&gt;
Let them bleed to death and get the &amp;quot;Joe McSoldier has died from a fatal wound&amp;quot; *while unconsious from the smoke*&lt;br /&gt;
&lt;br /&gt;
I will lose points for the mission but the soldier will be recovered at the end of the mission but terribly wounded.  (Currently Hans &#039;Jesus&#039; Vogel is taking 55 days to recover his 41 health.)&lt;br /&gt;
&lt;br /&gt;
:Both of these are XcomUtil issues. 1 has been fixed in Build 413 but I need a saved from just before ending combat to fix 2.  --[[User:BladeFireLight|BladeFireLight]] 18:19, 28 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sent the savegame to your gmail (whatever was listed on my paypal reciept from your donate button).  Just hit end turn (all the aliens are dead) and the bug is triggered. -Dogfish&lt;br /&gt;
::: I got it. Was up all night with Bomb Bloke and we worked out what was going on. The fixed works with your save. The next build will fix the zombie bug. Also Thanks for the donation. Every little bit helps. --[[User:BladeFireLight|BladeFireLight]] 16:02, 1 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
Hi! I&#039;m thefarside. This is my first time ever editing a wiki page so please bear with me. I&#039;m not even sure I&#039;m allowed to do this.&lt;br /&gt;
&lt;br /&gt;
However, I have a problem with the cursor. It moves WAY out of the screen to the right and downwards. I&#039;ve read something about a &amp;quot;clip cursor&amp;quot; fix but I can&#039;t seem to find out where and how to implement it.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
thefarside&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Manually Select Promotions ==&lt;br /&gt;
&lt;br /&gt;
Just an Idea, not sure how easily done it is but I was thinking it would be really cool if (when its time for promotions) it would bring up a soldier screen with the eligible soldiers so that you could pick who gets promoted.  Bonus if you could click on the candidates and be taken to their stats screen.&lt;br /&gt;
&lt;br /&gt;
Love,&lt;br /&gt;
Dogfish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Xusilak&#039;s Patch Additions ==&lt;br /&gt;
&lt;br /&gt;
Since my patches are being integrated into the main release now, everyone should let me know if any issues are found with them. I&#039;ll try to get on fixing them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
For clarity, the patches in the current build that I developed are:&lt;br /&gt;
&lt;br /&gt;
* AutoSell&lt;br /&gt;
* Show Money&lt;br /&gt;
&lt;br /&gt;
Thanks! --[[User:Xusilak|Xusilak]] 14:51, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I went ahead and set up my own user page: [[User:Xusilak]]. If possible, direct discussion about my patches to my [[User_talk:Xusilak|discussion page]] there. Thanks again! --[[User:Xusilak|Xusilak]] 15:44, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi Seb,&lt;br /&gt;
I&#039;ve been working with IDA, your database, and your patcher&#039;s code for some time now, learning my way around it, and so on. So far, I&#039;ve managed to come up with three UI improvement patches, although they still need some polish and testing.&lt;br /&gt;
&lt;br /&gt;
The first one is a battlescape movement confirmation patch; it requires the user to click twice (double-click with no time limit) on the same tile to move, instead of once, to eliminate movement errors. In practice, I have found this very helpful.&lt;br /&gt;
&lt;br /&gt;
The second one shrinks the geoscape clock and adds your current funds above it, letting you see your financial situation at a glance while waiting for time to pass.&lt;br /&gt;
&lt;br /&gt;
The third one enables auto-selling of manufacturing items. Pressing the down arrow when the production quantity is at 0 engages this mode. When in this mode, production of that item never ceases (unless resources become unavailable), and the item is immediately sold upon completion.&lt;br /&gt;
&lt;br /&gt;
Would you like me to make the code for these available once I&#039;ve finished polishing them up? They currently consist of a few C functions accompanied by some InsertCall()s and Nop()s, as well as some additions to XCOM.h. I haven&#039;t added INI options to enable them, so I&#039;d leave that up to you. You may use them as you wish, with no conditions.&lt;br /&gt;
&lt;br /&gt;
Note: I&#039;m still learning x86 assembly, so the patches may not be bug-free. I&#039;m hoping to give them a good testing myself, though.&lt;br /&gt;
--[[User:Xusilak|Xusilak]] 16:10, 19 March 2010 (EDT)&lt;br /&gt;
:Glad to see you could make something out of this database :-) Do not hesitate to send me your modifications, I&#039;ll incorporate them in the codebase so others can enjoy them. I&#039;m sure your autosell feature will make a few happy ones ;-) [[User:Seb76|Seb76]] 19:12, 19 March 2010 (EDT)&lt;br /&gt;
:::Yeah those features would all be &#039;&#039;&#039;great!&#039;&#039;&#039; Thanks Xusilak. [[User:Spike|Spike]] 15:08, 22 March 2010 (EDT)&lt;br /&gt;
::OK. I&#039;m going to finish up my last touches on them, then test them for a while; they should be ready within a couple days. --[[User:Xusilak|Xusilak]] 21:59, 19 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== v1.21, Battlescape crashes ==&lt;br /&gt;
&lt;br /&gt;
I enabled the new mods and they worked ok in Geoscape. Then this Popup box starting the first Battlescape:&lt;br /&gt;
&lt;br /&gt;
 Application failure&lt;br /&gt;
 XCOM crashed at 0x10002571 with error 0xC0000005 trying to access 0x0968DF43&lt;br /&gt;
&lt;br /&gt;
[[Media:UFOExtender1.21.BSCrash.zip]] contains the UFOExtender.ini file. &lt;br /&gt;
This was a New Game but not a new install of XCOM, just an overlay of updated UFOExtender. &lt;br /&gt;
&lt;br /&gt;
*Win XP Pro 2002 SP2 32bit PAE&lt;br /&gt;
*Pentium-4 3.00GHz 3.5GB RAM&lt;br /&gt;
&lt;br /&gt;
Any ideas? Need more info? [[User:Spike|Spike]] 20:20, 24 March 2010 (EDT)&lt;br /&gt;
:Does it happen consistently? I&#039;ve been plagued by a random geoscape-&amp;gt;battlescape transition crash in the collector&#039;s edition. It&#039;s one of the things I&#039;m looking to fix at some point. The current UFOExtender doesn&#039;t appear to crash any more than previous ones do for me. I managed to do four missions in a row just now. --[[User:Xusilak|Xusilak]] 21:00, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m doing some research into this; I started up in debugging mode and spammed missions until I hit a crash. The crash (on this occasion) is an access violation caused by an invalid pointer stored at 0x49B954 (the offset that pSoldierDat points to). This means *pSoldierDat is being changed at some point. It took many, many tries to get this crash to happen; I reloaded something like 20 times hitting the same mission, went ahead and did the mission quickly, proceeded, did another mission, proceeded, then the next mission crashed. Given that I&#039;m in debug mode, it&#039;s not impossible this is due to the various hacks enabled by it, so that should be kept in mind. I&#039;m going to continue working on this. --[[User:Xusilak|Xusilak]] 22:26, 24 March 2010 (EDT)&lt;br /&gt;
:It appears the &amp;quot;invalid&amp;quot; pointer is actually set by malloc() - 0x0771D380 (for me). I can only assume something along the way disrupted the data on the heap, as the pointer was the same when examined on a battlescape transition that didn&#039;t crash. Still researching. Note that for me, the crash itself happened inside GetSolderUUID() in the Save Equipment patch functions when it attempted to use that *pSoldierDat pointer. However, I assume it would still happen if the Save Equipment patch were disabled, just elsewhere. This is something I&#039;ll test as well. --[[User:Xusilak|Xusilak]] 23:41, 24 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry I&#039;m guilty of reporting a bug I didn&#039;t (couldn&#039;t) repeat. But as I had no previous save game positions I couldn&#039;t repeat anything - the crash happened on the first Battlescape mission which for me is unusual, I would say that for me that transition crashes less than 1 in 100 times, if even that many. I had enabled Save Equipment I think and on instinct I would suspect that mod as being responsible. Those UFOExtender functions would run while setting up the Battlescape presumably. The equipment handling functions and structures &#039;&#039;already&#039;&#039; present in the game are known to be buggy. BladeFireLight and I just found another issue with them last week. Manipulating them is still risky. If you can investigate that would be very helpful. &lt;br /&gt;
&lt;br /&gt;
::In the meantime I will see if I can try to repeat the fault, with and without Save Equipment enabled, and starting from a clean XCOM install. One trick I may use is to set No Score Game Over and then just abort from each mission rather than fighting it, to speed up the testing. &lt;br /&gt;
&lt;br /&gt;
::Thanks for your good work Xusilak, it is appreciated! [[User:Spike|Spike]] 03:25, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
One possibility: On this mission I had only 6 soldiers (2 HWPs) but enough weapons in the Skyranger to equip 14 soldiers. Is there some known issue with needing to allocate &#039;&#039;&#039;all&#039;&#039;&#039; weapons to soldiers during the equip phase, in order to avoid a crash? If so that might be the cause. I will try to recreate those conditions and see if it provokes a crash. In case it&#039;s not clear, Battlescape never appeared to start, no Equip Phase screen ever came up. [[User:Spike|Spike]] 03:31, 25 March 2010 (EDT)&lt;br /&gt;
:Assuming the same crash is afflicting us, then the crash is when the very first soldier is accessed, when the Soldier.Dat data is first used for that mission. It&#039;s unlikely that volume of equipment is affecting that, and in particular, I hadn&#039;t changed my Skyranger&#039;s loadout to any degree whatsoever, having only briefly touched researching and manufacturing; it was otherwise a gamestate set entirely by doing one quick regular mission and one quick terror mission. However, I was also in debug mode, which enables certain cheats, like Alien Pets, automatically. This might, itself, have unseen bugs that could corrupt the data structures and cause a similar crash. When I get the time to, I&#039;ll be testing again with those cheats disabled, trying to further isolate the conditions involved. --[[User:Xusilak|Xusilak]] 08:34, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve repeated this multiple times now, with a clean install of XCOM and a clean install of UFOExtender 1.21. The game crashes everytime, after the &amp;quot;mission screen&amp;quot; that comes up just before the Equip Phase of Battlescape for the first mission. It&#039;s regardless of my equipment loadout or number of soldiers/tanks: it happens with totally default equipment and Skyranger load. So I imagine it must be due to some combination of the UFOExtender.ini file options I selected, and maybe code changes in 1.21. My .ini file is the upload at the top of this section. The error is always &amp;quot;error 0xC0000005 trying to access 0x0968DF43&amp;quot;, though the crash location (in the code) varies. [[User:Spike|Spike]] 20:31, 25 March 2010 (EDT)&lt;br /&gt;
:If you have time, could you try to 1) confirm it&#039;s specific to 1.21 2) try to correlate it to ini options? Turn everything but the basics off and see what happens... if that works, turn on Save Equipment and try again, etc. I haven&#039;t seen any behavior like that in my local tests, on either of my computers (Win7-64 and XP-32). I&#039;ll try it with your ini, though. Maybe I can find something. --[[User:Xusilak|Xusilak]] 20:39, 25 March 2010 (EDT)&lt;br /&gt;
::Just tested with your ini, although with D3D and D3D window enabled. Started a mission, didn&#039;t crash. I also noticed one thing: you have General Stores capacity set to 1. I don&#039;t think that&#039;s helping anything, but it&#039;s probably not causing the crash, either. Experimenting more. --[[User:Xusilak|Xusilak]] 20:48, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment=1 is part (at least) of the problem. If I turn that off, and leave all my other .ini settings as is, I no longer get the Battlescape crash. Seb, did you make some changes there? Maybe after the investigations we were doing with BladeFireLight? [[User:Spike|Spike]] 21:13, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have isolated the problem (on my end) to the fact that the SOLDIER.DAT data in memory is deallocated when the transition to the Battlescape starts. When Seb&#039;s Save Equipment code attempts to use it, it&#039;s getting random unallocated (or unrelated) memory instead of the SOLDIER.DAT data. Interestingly, the dynamic memory used to hold the SOLDIER.DAT data is deallocated on the transition to the Battlescape, and reallocated to a new memory address on the transition out of the Battlescape. I assume this is an artifact of the way the Collector&#039;s Edition merged TACTICAL.EXE with GEOSCAPE.EXE, because TACTICAL.EXE had no need of SOLDIER.DAT, and only used UNITREF.DAT and similar. At any rate, this problem can be resolved by not relying on **(0x49B954) (or **pSoldierDat) to contain the correct data. Instead, a workaround to get the needed data should be used. One option would be to patch the way the transition works to prevent the deallocation from happening, and then ensuring on exiting the Battlescape that the old memory block is still used. I may be able to work in that fix myself. If so, it would require no changes to the Save Equipment code.&lt;br /&gt;
I&#039;m not sure if this is a general issue or local to me only. I&#039;ll try to test on my XP system and see if it suffers from the same problem; if it does, it&#039;s a safe bet this is a general issue, and the likely cause of your crashes. --[[User:Xusilak|Xusilak]] 00:06, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Save Equipment did used to work for me before. Maybe it&#039;s because I also selected Reorder Soldiers In Craft. Does that sort and rewrite SOLDIER.DAT? [[User:Spike|Spike]] 03:39, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have confirmed this behavior in the original X-COM Collector&#039;s Edition UFO Defense.exe copy, running on my XP system. As such, it &#039;&#039;cannot&#039;&#039; be a result of any patches Seb has made (because it still happens even when not using Seb&#039;s loader). I&#039;m not sure if it will crash without Seb&#039;s patches still, but the way Seb uses the *pSoldierDat pointer in GetSoldierUUID() appears to be unsafe, as *pSoldierDat has already been deallocated at that point. On some systems, it may work, because the nature of memory on the heap is such that different systems give different results when dealing with deallocated memory and bad pointers. Regardless, the crashes can be at least partially (maybe entirely) resolved by using a workaround that avoids the deallocation of *pSoldierDat when the battlescape transition starts. I&#039;m going to see if I can implement the fix I suggested, that prevents the memory from ever being deallocated. That should completely resolve it. At the least, I am going to study the assembly responsible for deallocating it to see if I can confirm the exact issue on the code level. --[[User:Xusilak|Xusilak]] 13:26, 26 March 2010 (EDT)&lt;br /&gt;
:It seems that when GotoGeographMode() returns to move into GotoTacticalMode(), it calls FreeEverything() in the process, deallocating all data structures. Then, GotoTacticalMode() never bothers to reinitialize *pSoldierDat, so when the equipment phase comes up, it&#039;s still unallocated. Still working on a fix. --[[User:Xusilak|Xusilak]] 14:29, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Surely at some point the (unmodified) game needs to at least read the *pSoldierDat structure, in order to populate the [[UNITREF.DAT]] and [[UNITPOS.DAT]] structures for Battlescape? Unless it reads SOLDIER.DAT but doesn&#039;t bother storing it, not even temporarily, in *pSoldierDat.[[User:Spike|Spike]] 15:27, 26 March 2010 (EDT)&lt;br /&gt;
:::Nice piece of analyse there :-). I&#039;ll modify the patch to load the soldier data when needed and clean up afterward. [[User:Seb76|Seb76]] 15:30, 26 March 2010 (EDT)&lt;br /&gt;
:::Edit: I uploaded a test version. Can you check if it fixes your crash? [[User:Seb76|Seb76]] 15:47, 26 March 2010 (EDT)&lt;br /&gt;
::::Looking good so far; Save Equipment works for me now, and it never has in the past. I&#039;ll run through a bunch of missions quickly and see if I get any crashes. Thanks Seb! --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:::No, thank you for figuring out the cause of the crash. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
:::::Just ran through several dozen (very quick, mostly aborted) missions all the way up to June. I never crashed, and Save Equipment always worked correctly. I think we&#039;re good to go. Hopefully it works for Spike as well. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also been narrowing in on another crash, unrelated to the patcher, I believe. It happens rarely upon clicking the air to move somewhere, like stepping out of the Skyranger by clicking the air one tile in front of the soldier, to move onto the ramp. It appears to be the result of a bad calculation on the tile to check in MoveUnitTo(). The calculation is looking at (char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize); // when esi is 2 or greater; this esi factor shouldn&#039;t be there, as far as I can tell, because it results in the offset used being much greater than it should be and frequently going out of bounds of the MAP.DAT data stored at *pMap. Continuing my research into this when I get a chance. --[[User:Xusilak|Xusilak]] 17:01, 26 March 2010 (EDT)&lt;br /&gt;
:I noticed that crash also (I think it&#039;s the number one crash cause on a genuine XCOM setup) but was never able to reproduce enough to investigate it. I was tempted at one point to patch the GetTileAt function to check its arguments, but finding the cause of the corrupted value would be better. [[User:Seb76|Seb76]] 17:21, 26 March 2010 (EDT)&lt;br /&gt;
::Yes, it&#039;s definitely a hard crash to catch, because of how rare it is. I&#039;ve got a few ideas, though. We&#039;ll see if they help. --[[User:Xusilak|Xusilak]] 18:00, 26 March 2010 (EDT)&lt;br /&gt;
:::Currently, my guess is that this line:&lt;br /&gt;
:::&amp;lt;pre&amp;gt;.text:00420534 BE 01 00 00 00   mov  esi, 1&amp;lt;/pre&amp;gt;&lt;br /&gt;
:::should be &amp;quot;mov   esi, 0&amp;quot; instead.&lt;br /&gt;
:::To sum up the issue:&lt;br /&gt;
:::The way the &#039;click on air to move to a tile below unit&#039; part of MoveUnitTo() works is that it examines each level below the unit until it finds a floor to move to. It does this by looping through the level below you, incrementing esi to loop through the next level below that, and so on. To do this correctly, esi should start at 1. However, the X-COM programmers appear to have made an oversight: they initialized esi to 1, but then incremented esi again before the initial value actually gets used. The net result of this, is that we get zpos += 2 for the very first cycle. This works OK on floors 3 and 4, but for floor 2, it will attempt to access a z level that doesn&#039;t exist (one below the ground), causing this line: &amp;lt;pre&amp;gt;(char *)pMap + 4 * (xpos + (currentUnit_zpos + esi) * map_numTilesPerLevel + dword_4A28AC * tac_mapYSize);&amp;lt;/pre&amp;gt; to exceed the bounds of the *pMap memory block. Obviously, running off the end of that block will cause unpredictable results, and if it reaches into a block that isn&#039;t allocated, it will crash. That&#039;s why the actual crash is very rare: it has to overrun into an unallocated memory block.&lt;br /&gt;
:::Of course, I could be completely wrong, but it makes sense, and patching &#039;mov esi, 1&#039; to &#039;mov esi, 0&#039; doesn&#039;t seem to cause any problems. I&#039;m going to be testing with that patch enabled from now on, to see if I crash in that circumstance anymore.&lt;br /&gt;
::Looks like you are right. I instrumented the code and there are indeed systematic out of bound accesses when getting out of the craft, though the game does not crash every time. I suspect this is the same crash that happens during base defence when an alien tries to move down from the access lift. Kudos for figuring all this out! I&#039;ll provide the fix in the next version. [[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
:::By the way, Seb, the 1.21 source code doesn&#039;t include autosell.cpp; I assume it&#039;s a simple oversight. I reconstructed it to get it compiling properly. Just wanted to make sure you knew. --[[User:Xusilak|Xusilak]] 20:37, 26 March 2010 (EDT)&lt;br /&gt;
::Oops, forgot to check the unversioned files before checking in...[[User:Seb76|Seb76]] 14:04, 27 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor cosmetic  enhancements? ==&lt;br /&gt;
&lt;br /&gt;
Had these ideas come to mind while I was at work today, and since your loader is doing some amazing things for the game, I thought I&#039;d ask if the possibility of any of these enhancements exist. &lt;br /&gt;
&lt;br /&gt;
The short of it is: Are you able to overlay any additional bitmap surface on top of the battlescape view, and are you able to play additional sounds?&lt;br /&gt;
&lt;br /&gt;
The main idea for drawing an extra bitmap (semi-transparent) over them map would be to simulate rain/snow for some outdoor maps. Lightning even - though that would require clever use darkening and lightening the overlay. This would have some issues attached to it such as knowing when to display it and when not to, thanks to the various other screens available. &lt;br /&gt;
&lt;br /&gt;
As for playing sounds, which would be simpler, would be to play a looping sound clip to provide environmental sound effects, such as insects chirping and owls hooting at night in woodland maps or town noises at terror sites. Or during the day in a jungle map, some tropical bird calls made at random intervals. TFTD already does the looping environmental sounds, such as teh under water bubbly noises or the wind and sea noises when on land mission. Would it be possible to duplicate this for UFO CE? &lt;br /&gt;
&lt;br /&gt;
Not the most important of enhancements, but I was still wondering if the possibility is there. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:41, 25 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Save/Load shortcuts ==&lt;br /&gt;
&lt;br /&gt;
Seb, would it be possible to enable shortcuts for the Save/Load in geospace &amp;amp; tactical (like F2 or F3) ? ;) except for saving in the final battle (from level 4 if remember) :)&lt;br /&gt;
&lt;br /&gt;
Other things:&lt;br /&gt;
- rosvell incidents occured for me too often - 5 in the first month while there was no other alien craft movement detections&lt;br /&gt;
&lt;br /&gt;
- option to disable mission briefing window with the only ok button :) supposedly for advanced users ;)&lt;br /&gt;
&lt;br /&gt;
== Aliens continue using pistols&amp;amp;rifles ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb, sorry to bother you - i have been playing X-COM titles on and off for about 10-15 years now, and one thing always bothered me: Why do the aliens always swith to heavy plasma (or the Sonic cannon in case of TFTD) later on? It encourages the player to swith to heavy plasma too, if only for the free ammunition you almost drown in later on. Would it be possible to have the aliens continue using the plasma pistol&amp;amp;rifle after june/july? It would make using those weapons more feasible, getting ammunition during missions and not having to use elerium to produce it.&lt;br /&gt;
&lt;br /&gt;
Another request (don&#039;t know if it is possible) - let the aliens continue using the abductor and the harvester for the respective missions. Later on, all you get are large scouts or even battleships doing those missions - getting some variety in there would make the endgame more interesting. You get to do 50+ battleship missions in a game, but only 4 or 5 with a harester/abductor. Those ships should see a lot more use during the missions they are &amp;quot;designed&amp;quot; for. The &amp;quot;[[MISSIONS.DAT]]&amp;quot; page says something about ufo and mission counters and their associated ufo-types - would it possible to modify those entries via the loader?&lt;br /&gt;
&lt;br /&gt;
Regards, Equinox&lt;br /&gt;
&lt;br /&gt;
== ALIEN MISSION DATA CLARIFICATION == &lt;br /&gt;
&lt;br /&gt;
According to&lt;br /&gt;
[http://ufopaedia.org/index.php?title=Talk:MISSIONS.DAT#Alien_missions_data_discovered_in_geoscape.exe_.5Bfinally_.3B-.29.5D link title]&lt;br /&gt;
&lt;br /&gt;
I found it in TFTD. At offset 505448 (decimal) is starting (mission Probe). Next Interdicition/resource raid/infiltration/colony expansion/surface attack/Floating base attack&lt;br /&gt;
&lt;br /&gt;
I understood what is 3-rd word. If You interesting - I can exlain&lt;br /&gt;
&lt;br /&gt;
Seeing speeds of USO sub we can determine the mission of this USO sub even without transmission resolver - even in january 2040&lt;br /&gt;
Every USO sub in every missions (interdiction, colony, probe and other) have unique speeds and we can determine mission of USO on their speed&lt;br /&gt;
And we can determine what amount of times a sub touch down on his mission - because every mission has unique rule for touch down USO subs&lt;br /&gt;
And we can determine what amount of time USO Sub will touch down on their mission - because every Sub in every mission has unique and ALWAYS equal amoun of time to touch down (p.s. this time we can see in file Loc.dat)&lt;br /&gt;
Here - I attached file speeds.zip&lt;br /&gt;
[http://www.strategycore.co.uk/forums/Ion-Beam-Accelerator-in-What-file-t8099.html&amp;amp;view=findpost&amp;amp;p=95994#entry95994 link title]&lt;br /&gt;
&lt;br /&gt;
3-rd word - it is reference to unique speed of each sub&lt;br /&gt;
&lt;br /&gt;
4-th word - is time that precede to arrive next uso sub. In other word, in line ufo/c 0/0 if time = for example = 200 - it&#039;s time to arrive sub that indexes 1/0.&lt;br /&gt;
And where can I get time to arrive EXACTLY sub 0/0 is incomprehensible for me. I assume that this time contain at similarly word of last uso for this mission - but its&#039;not truth because at some missions time in the line of last ufo/c = 2 half-hours and it&#039;s means that ufo/c 0/0 can to arrive at new month at 2 half-hours. It&#039;s true for Surface attack Mission but not truth for other missions.&lt;br /&gt;
I assumed that time in line ufo/c 0/0 - that time to arrive for NOT next ufo - and I assumed that it&#039;s time to arrive exactly ufo/c 0/0 itself. But many my tests (more than 100) denies my suppositions.&lt;br /&gt;
In example, at line ufo/c Cruiser mission Colony Expansion time in file =2. Cruiser in that mission arriving much more than 2 half-hours after Escort. Instead Fleet supply Cruiser in that mission arriving after 2 half-hours exactly after Cruiser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Question - Where can I find time to arriving for ufo/c 0/0 for each missions except Surface attack mission ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am sorry for disturbance and will great thank for you for help.&lt;br /&gt;
:After the first month the game creates a mission per month, up to the 6th where it generates 2. I guess a mission starts immediatly, there is no timing added for its first ship. [[User:Seb76|Seb76]] 15:18, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mission starts not immediately. often time to arrive to survey ship (first sub) about 10-15 days.&lt;br /&gt;
1-st day of month at 0-00 we can see it time at Missions.dat but wants to know average time similarly such average time for other subs from alien data mission at executable if possible.&lt;br /&gt;
&lt;br /&gt;
What is exactly 6-th? mission from Probe to Colony Expansion? or from January to June?&lt;br /&gt;
:Yep, 6th month. [[User:Seb76|Seb76]] 20:04, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
what happens after 6-th month June?&lt;br /&gt;
&lt;br /&gt;
I so sorry for reminder and bother you, but don&#039;t you know it? ((&lt;br /&gt;
&lt;br /&gt;
== Formules about Retaliation/Floating base attack mission ==&lt;br /&gt;
&lt;br /&gt;
Hi&lt;br /&gt;
&lt;br /&gt;
My great respect to you for you formules&lt;br /&gt;
I need few help. I am great thank to you in advance&lt;br /&gt;
&lt;br /&gt;
Now I found alien data missions in TFTD (in a similar in EU ) and I ask generously to you to check 3 your formules in TFTD. Is these same or not?&lt;br /&gt;
&lt;br /&gt;
1. After a shootdown, the next UFO for that mission is delayed between 1 and ~9 days ( the formula is 48+RAND()*400 half hours&lt;br /&gt;
:Xusilak is more knowledgeable than I concerning TFTD. I cannot help you here... [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Formule 2 and 3 probably contins mistake. formule &#039;ll have to have symbol &amp;gt; instead symbol &amp;lt;. Otherwise retaliation mission activates more often on Beginner diificulty than Superhuman difficulty. Is is strange.&lt;br /&gt;
&lt;br /&gt;
2. A retaliation mission will be scheduled if RAND()*100 &amp;lt; 4*(24-difficultyLevel).&lt;br /&gt;
:There is indeed a mistake there. It&#039;s been so long I cannot remember if I got it wrong or just messed it up wikifying it ^^ [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
3. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from. The first UFO is scheduled in 100 half-hours (the value is taken from the table I speak of later at the bottom of this page).&lt;br /&gt;
&lt;br /&gt;
And RND() - what values may has? from 0 to 1 or not?&lt;br /&gt;
:When I write RAND()*100, it just means a random number between 0 and 100. [[User:Seb76|Seb76]] 14:41, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I will be very thank for given help&lt;br /&gt;
&lt;br /&gt;
== MISSIONS.DAT formula clarification ==&lt;br /&gt;
&lt;br /&gt;
Hi Seb76. I&#039;ve been having a discussion with Alexchamp and trying to interpret the formula you mentioned on [[Talk:MISSIONS.DAT]] about retaliation missions being scheduled after a shoot down. Namely: if RAND()*100 &amp;lt; 4*24-difficultyLevel&lt;br /&gt;
&lt;br /&gt;
We mainly need clarification on the logical operator. Should it be less-than or greater-than? &lt;br /&gt;
&lt;br /&gt;
As it reads now, it could be interpreted as though retaliation missions are generated more frequently on the easier levels. But if we treat it as &amp;gt;, then this means that retaliation missions are generated about (Beginner) 4%, 8%, 12%, 16% and (Superhuman) 20% (or 28% for TFTD) of the time on their respect difficulty levels. &lt;br /&gt;
&lt;br /&gt;
If you could clarify that for us it would be great, thanks. - [[User:NKF|NKF]]&lt;br /&gt;
:Yep, I goofed up. Don&#039;t take everything I say as gold ;-) [[User:Seb76|Seb76]] 14:45, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
And I precise too one &#039;&#039;&#039;mainly moment&#039;&#039;&#039;. Whether there must be the opened bracket after the sign of multiplication? Because if no, then right interpretation formule in Superhuman example such: Rand*100&amp;gt;4*24=96-6=90 and that means that retaliation mission would be sheduled in 10 cases from 100.&lt;br /&gt;
IF there must be opened bracket then rand*100&amp;gt;4*(24-6)=4*18=72 wouid be sheduled in 28 cases from 100&lt;br /&gt;
What is this versions is right?&lt;br /&gt;
&lt;br /&gt;
Then needs clarification for second formula yours. If RAND()*100 &amp;lt; (50-6*difficultyLevel), the retaliation mission will use the same zone as the shot UFO, else it&#039;ll be the zone containing the base the craft in coming from.&lt;br /&gt;
What logical operator there? should it be too greater-than or less-than?&lt;br /&gt;
&lt;br /&gt;
You have found later formules about activation retaliation mission (if we shotdown alien craft)&lt;br /&gt;
Where exactly in assembler is subprogram that determines it? What address/offset of it?&lt;br /&gt;
&lt;br /&gt;
== COLONY SUPPLY MISSION ==&lt;br /&gt;
&lt;br /&gt;
As we know, When alien base built, Fleet Supply Cruisers with missions Colony Supply can to arrive to this base.&lt;br /&gt;
&lt;br /&gt;
Where can I see (file/offset) &lt;br /&gt;
1) average time to arrive colony supply ship for examle/at least in XCOM-EU. As I said later, in responsible offset is time &#039;&#039;&#039;to PRECEDE to ARRIVE NEXT UFO SUB&#039;&#039;&#039; &#039;&#039;&#039;it&#039;s not&#039;&#039;&#039; time to arrive this sub&lt;br /&gt;
2) real time to wait arriving colony supply ship similarly times in file Missions.dat&lt;br /&gt;
&lt;br /&gt;
According  to [http://www.strategycore.co.uk/forums/Colony-Supply-ship-time-to-arrivin-t8103.html&amp;amp;view=findpost&amp;amp;p=96011#entry96011 Colony Supply - time to arriving]&lt;br /&gt;
&lt;br /&gt;
If  guesses of NKF is right, we need to formule of probability to arrive Colony Supply ship.&lt;br /&gt;
Can you to render courtesy with this formule? &lt;br /&gt;
&lt;br /&gt;
Thank you very very great in advance&lt;br /&gt;
:I added details in the LOC.DAT talk page. The supply ship is spawned randomly and starts its mission. There is no &amp;quot;time to first supply ship&amp;quot; that I can see. [[User:Seb76|Seb76]] 15:11, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank tou very much for this clarification. I found this offset in TFTD even. Changed, checked - it works.&lt;br /&gt;
You are greatly people!&lt;br /&gt;
&lt;br /&gt;
== Roswell mission bug? ==&lt;br /&gt;
Hello, Seb76.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just had two consecutive games (meaning, I restarted the application and began a new game) where the same strange behavior occurred.&lt;br /&gt;
&lt;br /&gt;
Both games had Roosevelt mission as the first one. It showed the window (type, terrain, UFO size) as usual. Afterward, whenever I clicked on it (to check mission conditions again), it showed a typical &amp;quot;hyperwave transmission decoded&amp;quot; window, stating race/mission type, etc. Needless to say, I had no decoder at this time, since it happened both times in the first game week.&lt;br /&gt;
&lt;br /&gt;
I have a saved game if you want to take a look at it. It&#039;s completely reproducible, at least for me. You just click on the white cross and get this window.&lt;br /&gt;
&lt;br /&gt;
Also, I&#039;m using plain CE version with a &amp;quot;complete UFO patch&amp;quot; from StrategyCore. The saved game was not hacked in any way.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
[[User:Rovlad|Rovlad]] 10:08, 30 April 2010 (EDT)&lt;br /&gt;
:Hum, I gave it some shots but could not reproduce your problem. Anyone experiencing the same problem? [[User:Seb76|Seb76]] 15:36, 30 April 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Here&#039;s the [http://rovlad.nm.ru/GAME_1.zip savegame]. Let me know if it works fine for you. [[User:Rovlad|Rovlad]] 21:47, 30 April 2010 (EDT)&lt;br /&gt;
:Looks like the CRAFT.DAT entry is not cleared when a new craft is created and the offset 0x64 could be garbage till the craft is detected by a base/another ship. Since I bypass the detection when &amp;quot;crashing&amp;quot; a UFO, it is possible the &amp;quot;HWD detected&amp;quot; flag is set randomly, producing a full report. I&#039;ll clear the bit and we&#039;ll see if it corrects the issue, just wait for the next release. Thanks for providing the savegame BTW. [[User:Seb76|Seb76]] 14:22, 5 May 2010 (EDT)&lt;br /&gt;
::You&#039;re more than welcome. Fantastic job on the extender, keep up the good work. [[User:Rovlad|Rovlad]] 19:04, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ALIEN RACE SPAWN == &lt;br /&gt;
&lt;br /&gt;
Your post: In EU, the race is based off a lookup table starting at offset 0x46E53C (containing 300 entries).&lt;br /&gt;
&lt;br /&gt;
Offset-0x46E53C is absent. Is one symbol odd?&lt;br /&gt;
&lt;br /&gt;
Your posr:The table is made up of 10 entries lines.&lt;br /&gt;
&lt;br /&gt;
It means that this bit of array has 10 rows width of 30 bytes. is right?&lt;br /&gt;
&lt;br /&gt;
What is means this 10 entries lines? Can you copy 2-3 lines from exe and explain that means known for you offsets in line?As simiilarly as you done for alien data mission in file Missions.dat&lt;br /&gt;
Can you get more particularly answer about values it this array?(naturally if know it)&lt;br /&gt;
:0x46E53C is the address in memory. In the file it should be 0x6E53C (UFO Gold edition).&lt;br /&gt;
:The begining starts like this:&lt;br /&gt;
 .data:0046E53C byte_46E53C db 0, 0, 0, 0, 0, 0, 0, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E53C                                                                       ; DATA XREF: CreateAlienMission+15B�r&lt;br /&gt;
 .data:0046E546 db 0, 0, 0, 0, 0, 1, 1, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E550 db 0, 0, 0, 0, 0, 0, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E55A db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E564 db 0, 0, 0, 1, 1, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E RaceForTerrorMission db 0, 0, 0, 4, 4, 4, 4, 4, 4, 4         ; 0&lt;br /&gt;
 .data:0046E56E                                                                       ; DATA XREF: GeoPerformMonthlyActions+15E�r&lt;br /&gt;
 .data:0046E578 db 0, 0, 0, 0, 0, 0, 1, 1, 4, 4         ; 0&lt;br /&gt;
 .data:0046E582 db 0, 0, 0, 0, 0, 0, 1, 4, 4, 4         ; 0&lt;br /&gt;
:till the end:&lt;br /&gt;
 .data:0046E67C db 0, 1, 1, 2, 2, 2, 3, 3, 2, 4         ; 0&lt;br /&gt;
 .data:0046E686 db 0, 0, 1, 1, 1, 2, 2, 3, 3, 4         ; 0&lt;br /&gt;
 .data:0046E690 db 0, 1, 2, 2, 2, 2, 3, 3, 4, 4         ; 0&lt;br /&gt;
:As you can see, at the begining you&#039;ll get tons of sectoids (0), a few floaters (4) and even less snakemen (1).&lt;br /&gt;
:At the end, you&#039;ll get ethereals (2) one time out of two. Also note that for terror missions, the line is taken a bit farther than normal missions, which means that you&#039;ll get stronger aliens sooner in terror missions. HTH, [[User:Seb76|Seb76]] 13:36, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thank you greatly for your detailed answer ...&lt;br /&gt;
I want a few more precise ...&lt;br /&gt;
I right understand? I guessed That line 1 - is used for January mission Research? Line 2 - Jan Harvest? Line 3- Jan-Abduction Line 6- January Terror?&lt;br /&gt;
What define Line 7?&lt;br /&gt;
Line 8 - is February Research? &lt;br /&gt;
&lt;br /&gt;
According to - Line 13 -Feb terror? Line 20 - March terror? Line 27 -April Terror? Line 34- May terror? that sequence and guesses is right?&lt;br /&gt;
&lt;br /&gt;
And question 2) does affect score to choose the value among values in line? How differ choose values in line at the level superhuman and level beginner ?&lt;br /&gt;
If you know, naturally, I would be greatly thanks to you for this wonderful magic help.&lt;br /&gt;
&lt;br /&gt;
== Research tree in executable ==&lt;br /&gt;
&lt;br /&gt;
Do you know location (starting offset) of research tree in EU?  and how much entries it contains ? and what means values within this array?&lt;br /&gt;
&lt;br /&gt;
Very great thank in advance for this help to you&lt;br /&gt;
:The research tree is not stored as a data array but is a hardcoded sequence of &amp;quot;if this is already researched and that is also researched and such item is in the inventory, then enable this research&amp;quot;. Modding this would require a complete reengineering, not just patching. Still feasible though. [[User:Seb76|Seb76]] 13:25, 5 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
What is starting offset (ce version) of this hardcoded sequence? and what is latest offset of it? what is length of one sequence? If possible -what is structure of it briefly? (how much bytes to tech requirements, how much bytes to items requrements)&lt;br /&gt;
&lt;br /&gt;
Thank you for this help &#039;&#039;&#039;VERY VERY GREAT&#039;&#039;&#039;&lt;br /&gt;
:As I said, there are no *sequences* but just a cascade of hardcoded ifs:&lt;br /&gt;
:[[Image:Research.png]]&lt;br /&gt;
:If you want to take a look, the function begins at address 0x446A0. [[User:Seb76|Seb76]] 07:28, 24 May 2010 (EDT)&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Seb76, you are GREAT GENIUS!!!! GREATLY RESPECT FOR YOU!!! THANKS FOR YOU VERY VERY MUCH!!!&#039;&#039;&#039;&lt;br /&gt;
I have found research tree in TFTD too with your help. Now I can do some changes in it.&lt;br /&gt;
Maybe do you know, how can I find subprogram that run 1-st day of any month in assembler code of game?&lt;br /&gt;
This subprogram determines new mission&#039;s month and terror ship route (in TFTD)&lt;br /&gt;
There is not in EU terror ship route, I know. But If you know and tell me - what is subprogram in EU that runs 1-st day of any month, I would be able to edit probability of terror ship route in TFTD.&lt;br /&gt;
Greatly thanks in advance to you dear Seb76!&lt;br /&gt;
:In EU, monthly actions start here:&lt;br /&gt;
  .text:0043B9B0                               GeoPerformMonthlyActions proc near      ; CODE XREF: GeoIncrementDayAndDoMonthlyActions:loc_4420C1�j&lt;br /&gt;
:HTH, [[User:Seb76|Seb76]] 16:31, 28 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Any way to slow down geoscape time? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to slow down geoscape time progression on fast computers, esp. multiprocessor ones, where it is impossible to significantly slow it down using utilites like MoSlo and Turbo?--[[User:AVE|AVE]] 03:01, 5 May 2010 (EDT)&lt;br /&gt;
:Did you try enabling D3D? If you&#039;re drivers are configured to wait VSync, it should limit the game speed (well, if you use a CRT@120Hz it&#039;ll still be too fast I guess...). Also is it still too fast if you put it windowed? (enabling both D3D and D3D Windowed options) [[User:Seb76|Seb76]] 13:19, 5 May 2010 (EDT)&lt;br /&gt;
::Yes, both D3D and D3D Windowed are enabled. This is even more surprising, because it shows the same results on two different computers (Dual Core one and simple P4Celeron) with different video cards (NVidia and ATI). Both have vsync explicitly enabled. LCD@60Hz both. Also I&#039;ve tried to use different combinations of Video Pitch, D3D, D3DWin and HQ4x settings - no luck. [[User:AVE|AVE]] 04:20, 6 May 2010 (EDT)&lt;br /&gt;
:Personally I&#039;ve never been able to reproduce this &amp;quot;CE game running too fast&amp;quot; thing people keep harping on about. Perhaps I just have a different perception as to what &amp;quot;too fast&amp;quot; means.&lt;br /&gt;
&lt;br /&gt;
:Anyways, I know [http://www.strategycore.co.uk/files/index.php?dlid=474 Mok&#039;s patched executable] includes a timer hack for the Geoscape, but I found that makes it run far too slow for my taste. Not sure off the top of my head whether it works with Seb&#039;s loader, either - you&#039;d probably need to at the very least need to rename Mok&#039;s executable to replace the original in order to try it that way. - [[User:Bomb Bloke|Bomb Bloke]] 05:14, 6 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some problem with edit research tree ==&lt;br /&gt;
&lt;br /&gt;
I want to add new 20-30 commands to research tree. I wrote this subprogram. How can I add it to game?&lt;br /&gt;
I tried to write &amp;quot;call sub&amp;quot; instead useless 5 bytes in subrogram research tree. I checked in IDA after it, all other commands is preserved. &lt;br /&gt;
And I placed my new subprogram after latest byte of executable file. But game is crashed.&lt;br /&gt;
I tried to place my new subprogram after all subprograms and before first byte of idata, but game is crashed too.&lt;br /&gt;
All indexes in subprogram was exactly. &lt;br /&gt;
in second case  IDA displayed &amp;quot;sp-analysis failed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Where and how can I placed my new subprogram that will be addition to current subpogram research tree?&lt;br /&gt;
:To add new code, you need to modify the PE header of the exe file accordingly. I&#039;m not quite knowledgeable regarding the procedure (that&#039;s one of the reasons why I made a loader instead of patching the file directly) so you&#039;re gonna have to find help somewhere else on this one. [[User:Seb76|Seb76]] 16:36, 28 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Update to IDA database ==&lt;br /&gt;
&lt;br /&gt;
Hey again Seb76 :)&lt;br /&gt;
&lt;br /&gt;
After a long time I&#039;ve come back to your extender, dusted off my copy of VC Express, and decided I&#039;d have another go at doing some UFO modding (don&#039;t ask how the first attempt went; it&#039;s not pretty! :p )&lt;br /&gt;
&lt;br /&gt;
I&#039;m assuming you&#039;ve probably updated the IDA database since last time I asked. Would be extremely grateful if I could get the latest version.&lt;br /&gt;
&lt;br /&gt;
Thanks for all the hard work, staring at assembly code all day is no joke! --[[User:K9wazere|K9wazere]] 18:07, 6 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Arf, didn&#039;t realise I could send you an email, so this new section on your talk page is a bit redundant now :p Oh well, maybe someone else will want the file too!&lt;br /&gt;
&lt;br /&gt;
== Line of Sight Origin Points ==&lt;br /&gt;
&lt;br /&gt;
Hiya.&lt;br /&gt;
&lt;br /&gt;
A while back you mentioned the co-ords for the [[User talk:Bomb Bloke:Firing Accuracy#Firing Point Origin|firing point origin]]. The zpos is calculated according to the unit&#039;s effective height, and the x/ypos co-ords come from look-up tables depending on which way the unit is facing.&lt;br /&gt;
&lt;br /&gt;
I was wondering, are these same two tables used for the purpose of line of &#039;&#039;sight?&#039;&#039; And by any chance could you find the formula for the initial LOS zpos?&lt;br /&gt;
&lt;br /&gt;
Any help would be appreciated, as usual. There are many other obvious questions around this issue (such as where the &#039;&#039;end&#039;&#039; point for these lines is), though the origin would be a good start. - [[User:Bomb Bloke|Bomb Bloke]] 07:44, 24 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Training Stat Request ==&lt;br /&gt;
&lt;br /&gt;
Hi there.&lt;br /&gt;
&lt;br /&gt;
In the Equipment screen where the Weight and TUs are displayed during battle, would it be possible to also include the current unit&#039;s number of Reaction shots, Hits, Psi attempts and (possibly) Throws?  Possibly along the bottom in a horizontal string where there&#039;s room?&lt;br /&gt;
&lt;br /&gt;
== Source code problem ==&lt;br /&gt;
&lt;br /&gt;
Greetings.  Thanks so much for all the work you put into this.  You really improved on an already great game.&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
Now I want to take a whack at the source code, but I&#039;ve run into some problems.  I downloaded the 3 April 2010 source code file and tried to get it to compile.  It complains about several missing files:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1&amp;gt;  moreobjects.cpp&lt;br /&gt;
1&amp;gt;c1xx : fatal error C1083: Cannot open source file: &#039;moreobjects.cpp&#039;: No such file or directory&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So it seems to be missing moreobjects.cpp.  Did this file get left out of the zip?&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
(Edited question because I figured out the directx file I was missing.)&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Okay, so just scratch all that.  It appears moreobjects.cpp was some leftover cruft that isn&#039;t actually used.  Well, at least, not to the point I&#039;ve gotten.  :)&lt;br /&gt;
&lt;br /&gt;
So to document for anyone else, just remove moreobjects.cpp from the project.  And for all the dx3d stuff, you&#039;ll need to download the DX SDK from [http://msdn.microsoft.com/en-us/directx here] and install it.  It should produce a directory of includes.  You then need to go into the VC project and add that include directory (if it doesn&#039;t do it automatically for you).&lt;br /&gt;
&lt;br /&gt;
After doing all all that, I got the project up and going.  Thanks again for providing the source! -- [[User:Nadir|Nadir]] 01:26, 8 June 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UfoPaedia Craft Weapons&#039; Accuracy Bug  ==&lt;br /&gt;
Seb,&lt;br /&gt;
Thanks for making such a useful utility.  Not only has it made the game more enjoyable for me but looking at your source code for the loader has helped me to understand assembly language much faster than if I were to attempt it on my own.  I was able to track down the problem byte for the craft weapons in Ufopaedia. Feel free to include this into your loader if you like:&lt;br /&gt;
&lt;br /&gt;
.text 45B2CC: 0F BF 4E &#039;&#039;&#039;04&#039;&#039;&#039;  // movsx   ecx, word ptr [esi+4]&lt;br /&gt;
Regards,&lt;br /&gt;
[[User:Morgan525|Morgan525]] 22:40, 7 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I&#039;m not familiar with the Steam setup.  If my understanding is correct, the usual Steam setup is to run the game through DOSbox. UF0loader doesn&#039;t work for DOS (only with the CE version). Check and see if you have a UFO Defense.exe in the same folder.  IF so, you could use the loader and make a new shortcut to the UFOloader program (which will then load UFO Defense.exe)[[User:Morgan525|Morgan525]] 04:54, 5 April 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. [[User:Spike|Spike]] 10:57, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjusting animation speed ==&lt;br /&gt;
&lt;br /&gt;
Great thanks to making this great software.&lt;br /&gt;
I have several questions and requests for enhancing this program.&lt;br /&gt;
&lt;br /&gt;
I would like to change the animation speed of cursor, smoke and other objects in battlefield, since I think the animation speed of cursor and smoke are still too fast, and other animations such as internal objects in UFO are extremly fast!(Currently cannot be changed.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;1. Is it possible to adjust or change the animation speed of cursor and smoke?&amp;lt;/s&amp;gt;&lt;br /&gt;
==&amp;gt; OKAY, I have compiled the source code properly and I am able to change the animation speed of cursor and smoke.&lt;br /&gt;
&lt;br /&gt;
2. Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?&lt;br /&gt;
&lt;br /&gt;
--[[User:Xcomplayer|Xcomplayer]] 20:51, 24 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have the same issue, I&#039;m quite fond of arctic bases but the water animation speed is hilarious. -- [[User:Splicer|Splicer]] 00:33, 01 February 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
Have you guys tried adjusting the MaxFPS in the INI to something like 60~75?  I found that this fixes a lot of the speed issues without the need for the other patches.  [[User:Morgan525|Morgan525]] 05:56, 22 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Music patch problem ==&lt;br /&gt;
I seem to have an issue with the music patch. When I originally installed the loader months ago, everything worked flawlessly. Now however, the game crashes upon entering the main menu. To track down the problem, I enabled first the intro then the language selector screen; no problems with either. In the process, I discovered that the problem is with the music: if I disable it, the game loads properly. If enabled, the loader exits without an error message upon entering the main menu. I did a full reinstall of the game, didn&#039;t work. The only other thing I&#039;ve changed away from the fully working configuration is an upgrade from WinXP to Win7 (VC++2010 is installed).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s my [Music] section&#039;s contents:&lt;br /&gt;
 [Music]&lt;br /&gt;
 Apply=1&lt;br /&gt;
 Source=MP3&lt;br /&gt;
 ;Source=PSX CD&lt;br /&gt;
 &lt;br /&gt;
 CD Drive=F&lt;br /&gt;
 &lt;br /&gt;
 MP3 Folder=SOUND&lt;br /&gt;
 Battlescape=Battlescape.mp3&lt;br /&gt;
 Start Menu=Defeat.mp3&lt;br /&gt;
 Bad Ending=Defeat.mp3&lt;br /&gt;
 Good Ending=Dogfight.mp3&lt;br /&gt;
 Geoscape=Geoscape1.mp3;Geoscape2.mp3;Geoscape3.mp3;Geoscape4.mp3&lt;br /&gt;
 Dogfight=Dogfight.mp3&lt;br /&gt;
 Mission Debriefing=Debriefing.mp3&lt;br /&gt;
 UFO Assault=Briefing1.mp3&lt;br /&gt;
 Base Defense=Briefing2.mp3&lt;br /&gt;
 Base Attack=FinalBriefing.mp3&lt;br /&gt;
 Mars=FinalBriefing.mp3&lt;br /&gt;
 Terror Mission=Briefing2.mp3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All the files exist and all settings here unchanged from the time they worked. I have NO idea what&#039;s going on. Additionally, if the patch is disabled, the game only has music in the main menu and nowhere else until Alt-Tabbed out and back at least once.--[[User:Amitakartok|amitakartok]] 12:53, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Try these settings and see what happens:&lt;br /&gt;
&lt;br /&gt;
:Battlescape=*Battlescape*.mp3&lt;br /&gt;
:Start Menu=*Final Briefing*.mp3&lt;br /&gt;
:Bad Ending=*Final Briefing*.mp3&lt;br /&gt;
:Good Ending=*Dogfight*.mp3&lt;br /&gt;
:Geoscape=*Geoscape*.mp3&lt;br /&gt;
:Dogfight=*Dogfight*.mp3&lt;br /&gt;
:Mission Debriefing=*Debriefing*.mp3&lt;br /&gt;
:UFO Assault=*Briefing1.mp3&lt;br /&gt;
:Base Defense=*Briefing2.mp3&lt;br /&gt;
:Base Attack=*Briefing1.mp3&lt;br /&gt;
:Mars=*Debriefing*.mp3&lt;br /&gt;
:Terror Mission=*Briefing2.mp3&lt;br /&gt;
:&lt;br /&gt;
:Also, what version of the loader are you using? I am concerned when you say that you get no music without the patch: that should mean the game is using the default midi files (this is the Windows version?). If your not getting music with the midi files, what happens if you run w/o the extender?[[User:Morgan525|Morgan525]] 13:19, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There is MIDI music but it only starts to play after I Alt-Tab out of the game; it stops again during the next Geoscape/Battlescape transition. Without the loader, I get no graphic output whatsoever and it gives up after a few seconds, producing the generic Windows error message about the executable having stopped working. Also, tried your lines above, didn&#039;t work.--[[User:Amitakartok|amitakartok]] 08:06, 23 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Amitakartok</name></author>
	</entry>
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